Re: [E-devel] Community Building

2008-08-01 Thread Samuel Nicholas
Nick Hughart wrote:
> Toma wrote:
>   
>> On 01/08/2008, Downknew Wise <[EMAIL PROTECTED]> wrote:
>>   
>> 
>>> |Sorry for my bad english, fix me|
>>>
>>> I think that the e community need:
>>> 1. A website well structured. Today it is unusable!!!
>>> It should be simple! The first page has to show the power of e (with fresh
>>> screenshots, news). New graphic and new layout (the design is good but it
>>> isn't fit the usability rules). Where are e planet and exchange?
>>>
>>> 
>>>   
>> The main website is a little devoid of useful links and current news.
>> Something could be done about that. Maybe even putting a bit of
>> planet.e.org content onto the 'News' section?
>>
>>   
>> 
>>> 2. E planet!?! Developers and power users should few lines on e status of
>>> developement. This involves.
>>>
>>> 3. Release something and then enhance.
>>>
>>> 4. Documentation
>>>
>>> 
>>>   
>> Personally, ive steered away from writing too much documentation due
>> to point 3. Once things are released, then the documentation can stay
>> relevant and useful. Some of the old docs that dj2 wrote are a little
>> outdated and need of a refreshment.
>> What kind of documentation are we talking about here?
>>
>>   
>> 
>>> P.S.
>>> I've translated some website pages in italian... Should e italian community
>>> have an its own website, a planet like french community or may i continue to
>>> translate e pages???
>>>
>>> 
>>>   
>> LoCo's (local communities) are a great way to get people involved. You
>> just need to find more E users to effectively have a LoCo... I only
>> know 1 other Aussie (PythonNinja) in the E world so we'd have a pretty
>> lonely LoCo.
>> 
Count me in for meet-ups if its in Adelaide!!
>>   
>> 
> How can you forget about our benevolent dictator and resident Aussie, 
> rasterman himself :)
>   
although definitely Aussie, I don't think he's currently in residence.

>> Toma
>>
>>   
>> 
>>> 2008/8/1 Nathan Ingersoll <[EMAIL PROTECTED]>
>>>
>>> 
>>>   
 That would be useful. This is a great task for someone that doesn't
 feel they are a developer, but can understand the CVS logs that come
 through.




 On Thu, Jul 31, 2008 at 7:44 PM, Toma <[EMAIL PROTECTED]> wrote:
   
 
> Someone needs to blog all the interesting changes to cvs then submit
> that to places like reddit, digg and slashdot. That way people see all
> this interesting stuff going on and want to join in.
> Toma
>
> On 7/29/08, Nathan Ingersoll <[EMAIL PROTECTED]> wrote:
> 
>   
>> Since the most recent license flamewar was triggered by the motivation
>> of community building, I think now would be an appropriate time to
>> brainstorm some additional ideas for helping to build the community
>> around E.
>>
>> One idea I discussed with Vincent today is that our lack of releases
>> has caused many users to lose interest and stop taking notice of the
>> project. I realize that there is a lot of talk surrounding changes to
>> core infrastructure (data lib, graphics, scripting language, etc), but
>> has there been any thought recently put into how our release process
>> should be structured? There used to be a TODO list for e17, and that
>> has been moved to Trac, but has anyone took a hard look at what is
>> necessary for cutting a stable release? Even if we don't release e17
>> 1.0, we may be able to move the core libs towards releases like eet.
>>
>> Nathan
>>
>>
>>   
>> 
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Re: [E-devel] Porting E to an ARM based embedded system.

2008-08-01 Thread Robert Schwebel
On Fri, Aug 01, 2008 at 09:12:25AM +1000, Carsten Haitzler wrote:
> > Note that the i.MX31 has a PowerVR MBX graphics core which is not
> > documented publically. What's proposed as OpenGL ES support is a
> > proprietary blob of source code which can be get under NDA from
> > Freescale.
>
> yeah. i have yet to see any powervr gfx chip have drivers anything
> other than closed for GL (and with some nda etc. attached).

Btw, it may also be interesting to have a look at the Intel Atom
graphics chip here, because it has the same problem. Although it is
called GMA500 (and Intel documents their graphics controllers very well
these days), Wikipedia states that the GMA500 is also a PowerVR core:

http://en.wikipedia.org/wiki/Intel_GMA#GMA_500

So I'm wondering if it will be documented some day ...

rsc
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Re: [E-devel] Community Building

2008-08-01 Thread David Seikel
On Fri, 01 Aug 2008 16:36:55 +0930 Samuel Nicholas
<[EMAIL PROTECTED]> wrote:

> Nick Hughart wrote:
> > Toma wrote:
> >   
> >> LoCo's (local communities) are a great way to get people involved.
> >> You just need to find more E users to effectively have a LoCo... I
> >> only know 1 other Aussie (PythonNinja) in the E world so we'd have
> >> a pretty lonely LoCo.
> >> 
> Count me in for meet-ups if its in Adelaide!!
> >>   
> >> 
> > How can you forget about our benevolent dictator and resident
> > Aussie, rasterman himself :)
> >   
> although definitely Aussie, I don't think he's currently in residence.

There are lots of us aussies in E land.  Last time I checked raster had
moved back to Oz.  Both myself and monkeyiq live up north, and we meet
once in a while. chaos lives near raster, etc.




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[E-devel] Proposed evas gfx api changes and additions - part III

2008-08-01 Thread Jose Gonzalez
  Let me give Carsten and Jorge a few more philosophical speculations here
on this stuff.

  If you've followed this "vgfx api" proposal you'll see that it introduces
such concepts to evas by allowing for one to set relevant properties on evas
objects that might support such - rects, lines, paths,... It's an extremely
"object oriented" approach in that even our 'paints', images and gradients,
are evas objects themselves.
  Now, the thing about this is that eg. if one wanted to draw something like
100 rects, possibly with slightly different transparencies, slightly offset from
each other, slightly rotated rel to each other, etc.. one'd have to add 100 such
relevant rect objs with appropriate state. One could proceed to create kinds of
objs in this way using smart objs to encapsulate such given constructions and
whatnot. But, it's a fairly 'heavyweight' way of doing it, in general.

  What one would like is a more 'immediate-mode' method of creating kinds
of canvas objs, whether vgfx related or not.

  I've mentioned things like flash, silverlight, qgraphicsscene, javafx, and
whatever others before, and the thing about *all* of these is that they build
their 'canvas' model from a vgfx immediate-mode drawing api.

  Let's see if one can turn that around with evas, and see if one can build
an 'immediate-mode' gfx api around whatever rendering model the canvas 
supports..
and see if one can use that for the kind of extensibility and custom drawing
capabilities that one can get with such direct rendering, immediate-mode 
aspects.

  To that end, let's consider adding a new evas object type - let's call
it a "gfx" object, and let's imagine it has three distinguishing properties:

a) One can add children (or member) objects to it (much like with smart objs),
   the added objs will become as if invisible to the evas (much like clip objs).
b) One can set a "draw" function on it which will take and update rect as an
   argument. This function will be called whenever the gfx object will be 
rendered
   (similar to what's allowed with image objs).
c) One can call a "child_draw" function on every member object of such a gfx
   object - this call will call the member obj's own internal rendering 
function.

   So, for example, one can create such a gfx object, create a rect object, add
the rect to the gfx object, and define the gfx object's 'draw' function to do
something like:  move the rect to a certain pos, set its color to something,
call 'child_draw' on the rect, move the rect again, reset color, rotate it
somewhat, and call 'child_draw', move it some more, .




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Re: [E-devel] Community Building

2008-08-01 Thread Massimiliano Calamelli
-BEGIN PGP SIGNED MESSAGE-
Hash: SHA1

On Fri, 1 Aug 2008 08:34:54 +0200 (CEST)
Vincent Torri <[EMAIL PROTECTED]> wrote:

> right now, e planet has not a lot of topics related to development

That's true, and it is bad. If we want to use it we have to clean up
the aggregated feeds. In fact planet is just a feed aggregator, a very
good feed aggregator, but imho it could be good to have an official E
blog.
Before talking about blog, an idea bout planet: we can split
planet into a localized planets, maybe planet-[it|fr|de|us|au|
etc].e.org . About the blog, it don't replace news section or planet(s),
it is another (modern) way to publish topics ONLY related to E/EFL.
As a platform, i know and use Wordpress.
Pros: easy to use, easy to maintain, modern way to keep users up to date
Cons: another tool to use and maintans.

My 2 cents

Massimiliano
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Re: [E-devel] Proposed evas gfx api changes and additions - part III

2008-08-01 Thread Jorge Luis Zapata Muga
On Fri, Aug 1, 2008 at 10:01 AM, Jose Gonzalez <[EMAIL PROTECTED]> wrote:
>  Let me give Carsten and Jorge a few more philosophical speculations here
> on this stuff.
>
>  If you've followed this "vgfx api" proposal you'll see that it introduces
> such concepts to evas by allowing for one to set relevant properties on evas
> objects that might support such - rects, lines, paths,... It's an extremely
> "object oriented" approach in that even our 'paints', images and gradients,
> are evas objects themselves.
>  Now, the thing about this is that eg. if one wanted to draw something 
> like
> 100 rects, possibly with slightly different transparencies, slightly offset 
> from
> each other, slightly rotated rel to each other, etc.. one'd have to add 100 
> such
> relevant rect objs with appropriate state. One could proceed to create kinds 
> of
> objs in this way using smart objs to encapsulate such given constructions and
> whatnot. But, it's a fairly 'heavyweight' way of doing it, in general.
>
>  What one would like is a more 'immediate-mode' method of creating kinds
> of canvas objs, whether vgfx related or not.
>
>  I've mentioned things like flash, silverlight, qgraphicsscene, javafx, 
> and
> whatever others before, and the thing about *all* of these is that they build
> their 'canvas' model from a vgfx immediate-mode drawing api.
>
>  Let's see if one can turn that around with evas, and see if one can build
> an 'immediate-mode' gfx api around whatever rendering model the canvas 
> supports..
> and see if one can use that for the kind of extensibility and custom drawing
> capabilities that one can get with such direct rendering, immediate-mode 
> aspects.
>
>  To that end, let's consider adding a new evas object type - let's call
> it a "gfx" object, and let's imagine it has three distinguishing properties:
>
> a) One can add children (or member) objects to it (much like with smart objs),
>   the added objs will become as if invisible to the evas (much like clip 
> objs).
> b) One can set a "draw" function on it which will take and update rect as an
>   argument. This function will be called whenever the gfx object will be 
> rendered
>   (similar to what's allowed with image objs).
> c) One can call a "child_draw" function on every member object of such a gfx
>   object - this call will call the member obj's own internal rendering 
> function.
>

Yes, the update rect here need some logic, usually you just want to
update a part of the object, but there might be objects that can't
update only a region but the whole object's bounding box, so you need
a way to tell the canvas the size of this bounding box and on update
of a part also inform that you have already updated all at once so no
need for more updates on this render loop

This 3 properties was ekeko's approach and is similar to what i meant
with object's functions, it is really basic and can be extended too

>   So, for example, one can create such a gfx object, create a rect object, add
> the rect to the gfx object, and define the gfx object's 'draw' function to do
> something like:  move the rect to a certain pos, set its color to something,
> call 'child_draw' on the rect, move the rect again, reset color, rotate it
> somewhat, and call 'child_draw', move it some more, .
>
>
>
> 
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Re: [E-devel] Proposed evas gfx api changes and additions - part I.

2008-08-01 Thread Jorge Luis Zapata Muga
On Thu, Jul 31, 2008 at 1:44 PM, Jose Gonzalez <[EMAIL PROTECTED]> wrote:
>  Jorge wrote:
>>
>> Some time ago i had another idea that i've been implementing, some of
>> you already know enesim and ekeko, some other dont, let me explain why
>> i think adding this to evas is not good imho.
>>
>> One of the main reasons of not releasing software is that it evolves
>> too fast or it doesnt stabilize enough to make a stamp on a specific
>> version and release it; but that is a direct consequence on what your
>> lib wants to achieve. So im partisan of doing small things with solid
>> API, of course not too small that it will make the lib itself dumb,
>> but keep the objectives clear.
>>
>> Adding all of this to evas itself not only will make evas more bloated
>> but more unmaintainable and of course the release time will be
>> delayed, i'd like to share another idea that might help us achieve the
>> same goals jose is trying to do, but keeping the api itself of evas
>> clear enough.
>>
>> We are always on the objects/engines problem, how to support more
>> objects features and how to add more engines and the truth is that the
>> model we have right now doesnt scale too god, we are duplicating code
>> here and there for engines and we are limited with current objects for
>> fast drawing operations and smart objects for outsiders drawers whcih
>> might not be as fast as an insider object.
>>
>> The idea is to flip the concept, totally. Not make the fast objects as
>> inside objects and the engines as modules, but do both as modules with
>> a different approach, mainly object+engine approach. The idea can be
>> that an object (being a module or a library) register with evas for an
>> specific object name and engine name (of course both the module and
>> evas should share those names) like:
>>
>> evas_object_register(const char *name, const char *engine, Evas_Obj_Func);
>>
>> where the functions struct is something we already have but specific
>> for that engine type. For this to happen, evas should export the
>> needed functions and abstract the common code into exportable
>> functions too.
>>
>> Use cases:
>> - An engine doesnt support an object you are requesting natively?
>> Evas should always fallback to software engine in that case, the
>> drawing should be done on a user writable buffer and use the software
>> engine there. So every engine should be reduced to a minimal set of
>> functions:
>>
>> redraw() // redraws part of the engine output buffer
>> blt_buffer() // blit a buffer into engine output buffer
>> get_buffer()  // get a buffer that the user can draw to
>> get_native_buffer() // get a native surface so the object-engine can
>> draw directly there
>>
>> - You want to build a private engine?
>> You should set this engine's minimal functions, if you also want to
>> provide accelerated objects for your engine, register a new object
>> with your engine's name and fill the needed functions
>>
>> If we can settle down the above, which i think won't be that difficult
>> to stabilize than the object's api, we would have gain a lot on
>> flexibility. And then the object's api can be stabilized.
>>
>> Why i started enesim? because of the above cases, allow the user to do
>> fancy graphics objects using enesim's primitives and direct rendering
>> approach and also for easy benchmarking of the software engine.
>>
>> Do you think is a good idea?
>>
>
> Yes, I think it is a good idea (though there are also other
> possibilities
> for realizing such a generic concept).
>
> However, there are two things to consider here:
>
> One is that you still eventually need some sort of api(s) for 'objs'
> that
> you may want to support to start with in some 'canvas' model -- and that
> includes
> a semantics that would be consistent, and basic/standard kinds of gfx
> concepts
> that are well-known and widely used.
> The other thing is the time and distance from such a more flexible
> approach
> to what's there now -- how to make both-ends-meet, or forget one and
> continue with
> the other.
>
> These are difficult questions to pin down and decide on.
>
> Let's consider the first part above only, and let me ask you this: What
> are the successful/modern gfx *apis* out there used for building guis, what
> are
> their models, what are their primitives, how do they deal with extensibility
> or custom rendering. Take a look at say Flash, Silverlight, and Qt..., and
> let
> me know what you see there.
> There are others as well, but if you look at just these and give a
> synopsis
> of what's there, we can compare with evas and/or some possible other thing
> and
> continue with greater insight and foresight. :)

Im not sure if this comparative will be fair, the technologies you
have named are products not libraries, is a full set of objects /
classes / descriptions / whatever given as a whole to match a product,
my mail was more in the sense of how to change things internally in
evas that will allow sever

Re: [E-devel] Proposed evas gfx api changes and additions - part I.

2008-08-01 Thread Jose Gonzalez
Jorge wrote:
> .
>> Let's consider the first part above only, and let me ask you this: What
>> are the successful/modern gfx *apis* out there used for building guis, what
>> are
>> their models, what are their primitives, how do they deal with extensibility
>> or custom rendering. Take a look at say Flash, Silverlight, and Qt..., and
>> let
>> me know what you see there.
>> There are others as well, but if you look at just these and give a
>> synopsis
>> of what's there, we can compare with evas and/or some possible other thing
>> and
>> continue with greater insight and foresight. :)
>> 
>
> Im not sure if this comparative will be fair, the technologies you
> have named are products not libraries, is a full set of objects /
> classes / descriptions / whatever given as a whole to match a product,
> my mail was more in the sense of how to change things internally in
> evas that will allow several features externally.
>
> You might see evas as a product from several perspectives, from the
> object's POV: a library that only gives you a few type of objects:
> line, rectangle, polygon, images and gradients, text, etc and has a
> single clipping mechanism; but the idea was how to make more objects
> easily and still have the possibility to make those objects hw
> accelerated, not what others have that we dont.
>   

  Well, if you take out things related to gui builders and such, they're
really just 'libs', they expose a set of structures and funcs one can call
on - it doesn't really matter that they use different programming languages
have different runtimes, use classes, and whatnot.
  What's common to them all is they build a retained-mode gfx model out
of a fairly standard immediate-mode vgfx drawing model. The method used to
obtain extensibility may vary somewhat, but at its heart it's derived by
letting you create new retained-mode 'types' via the use of the immediate-
mode drawing api to define how to draw new types (and some other aspects to
allow for specifying how to manipulate them in various ways).

  The point here being that evas lacks such an immediate-mode api, whether
vgfx or otherwise, which limits the way that new 'type' can be defined in
certain ways. One could try and build one such immediate-mode gfx api, say
a vgfx one like these, and use that.. or one can try and do it the other way
around -- use some set of objs the canvas supports (perhaps all) to 'define'
the immediate-mode gfx api indirectly, and feed this back in.

  BTW, hw accelearated really has little to do with this per se, that's
just a matter of whether your obj rendering can be easily represented by
whatever hw accelerated api you have to work with.



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Re: [E-devel] Proposed evas gfx api changes and additions - part III

2008-08-01 Thread Jose Gonzalez
Jorge wrote:
> On Fri, Aug 1, 2008 at 10:01 AM, Jose Gonzalez <[EMAIL PROTECTED]> wrote:
>   
>>  Let me give Carsten and Jorge a few more philosophical speculations here
>> on this stuff.
>>
>>  If you've followed this "vgfx api" proposal you'll see that it 
>> introduces
>> such concepts to evas by allowing for one to set relevant properties on evas
>> objects that might support such - rects, lines, paths,... It's an extremely
>> "object oriented" approach in that even our 'paints', images and gradients,
>> are evas objects themselves.
>>  Now, the thing about this is that eg. if one wanted to draw something 
>> like
>> 100 rects, possibly with slightly different transparencies, slightly offset 
>> from
>> each other, slightly rotated rel to each other, etc.. one'd have to add 100 
>> such
>> relevant rect objs with appropriate state. One could proceed to create kinds 
>> of
>> objs in this way using smart objs to encapsulate such given constructions and
>> whatnot. But, it's a fairly 'heavyweight' way of doing it, in general.
>>
>>  What one would like is a more 'immediate-mode' method of creating kinds
>> of canvas objs, whether vgfx related or not.
>>
>>  I've mentioned things like flash, silverlight, qgraphicsscene, javafx, 
>> and
>> whatever others before, and the thing about *all* of these is that they build
>> their 'canvas' model from a vgfx immediate-mode drawing api.
>>
>>  Let's see if one can turn that around with evas, and see if one can 
>> build
>> an 'immediate-mode' gfx api around whatever rendering model the canvas 
>> supports..
>> and see if one can use that for the kind of extensibility and custom drawing
>> capabilities that one can get with such direct rendering, immediate-mode 
>> aspects.
>>
>>  To that end, let's consider adding a new evas object type - let's call
>> it a "gfx" object, and let's imagine it has three distinguishing properties:
>>
>> a) One can add children (or member) objects to it (much like with smart 
>> objs),
>>   the added objs will become as if invisible to the evas (much like clip 
>> objs).
>> b) One can set a "draw" function on it which will take and update rect as an
>>   argument. This function will be called whenever the gfx object will be 
>> rendered
>>   (similar to what's allowed with image objs).
>> c) One can call a "child_draw" function on every member object of such a gfx
>>   object - this call will call the member obj's own internal rendering 
>> function.
>>
>> 
>
> Yes, the update rect here need some logic, usually you just want to
> update a part of the object, but there might be objects that can't
> update only a region but the whole object's bounding box, so you need
> a way to tell the canvas the size of this bounding box and on update
> of a part also inform that you have already updated all at once so no
> need for more updates on this render loop
>
>   

  That's one way.. you could also leave that up to smart wrappers to take
care of that - thus also allowing for them to define the 'type' of object you
want to define.


> This 3 properties was ekeko's approach and is similar to what i meant
> with object's functions, it is really basic and can be extended too
>   

  Great, :) Then conceivably one should be able to use what you have in 
ekeko
to more easily implement this in evas and get closer to bring them together into
one kind of system?



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Re: [E-devel] Proposed evas gfx api changes and additions - part I.

2008-08-01 Thread Jorge Luis Zapata Muga
On Fri, Aug 1, 2008 at 11:21 AM, Jose Gonzalez <[EMAIL PROTECTED]> wrote:
> Jorge wrote:
>>
>> .
>>>
>>>Let's consider the first part above only, and let me ask you this:
>>> What
>>> are the successful/modern gfx *apis* out there used for building guis,
>>> what
>>> are
>>> their models, what are their primitives, how do they deal with
>>> extensibility
>>> or custom rendering. Take a look at say Flash, Silverlight, and Qt...,
>>> and
>>> let
>>> me know what you see there.
>>>There are others as well, but if you look at just these and give a
>>> synopsis
>>> of what's there, we can compare with evas and/or some possible other
>>> thing
>>> and
>>> continue with greater insight and foresight. :)
>>>
>>
>> Im not sure if this comparative will be fair, the technologies you
>> have named are products not libraries, is a full set of objects /
>> classes / descriptions / whatever given as a whole to match a product,
>> my mail was more in the sense of how to change things internally in
>> evas that will allow several features externally.
>>
>> You might see evas as a product from several perspectives, from the
>> object's POV: a library that only gives you a few type of objects:
>> line, rectangle, polygon, images and gradients, text, etc and has a
>> single clipping mechanism; but the idea was how to make more objects
>> easily and still have the possibility to make those objects hw
>> accelerated, not what others have that we dont.
>>
>
> Well, if you take out things related to gui builders and such, they're
> really just 'libs', they expose a set of structures and funcs one can call
> on - it doesn't really matter that they use different programming languages
> have different runtimes, use classes, and whatnot.
> What's common to them all is they build a retained-mode gfx model out
> of a fairly standard immediate-mode vgfx drawing model. The method used to
> obtain extensibility may vary somewhat, but at its heart it's derived by
> letting you create new retained-mode 'types' via the use of the immediate-
> mode drawing api to define how to draw new types (and some other aspects to
> allow for specifying how to manipulate them in various ways).
>
> The point here being that evas lacks such an immediate-mode api, whether
> vgfx or otherwise, which limits the way that new 'type' can be defined in
> certain ways. One could try and build one such immediate-mode gfx api, say
> a vgfx one like these, and use that.. or one can try and do it the other way
> around -- use some set of objs the canvas supports (perhaps all) to 'define'
> the immediate-mode gfx api indirectly, and feed this back in.

True, this is exactly what my first mail was about, have an immediate
rendering api exposed. The question is, make evas expose it?, or
handle it on a different lib? i've preferred the second choice and
that's why i built enesim.

>
> BTW, hw accelearated really has little to do with this per se, that's
> just a matter of whether your obj rendering can be easily represented by
> whatever hw accelerated api you have to work with.

Yes, but how can you do such a thing if the context of the accelerated
api can't be retrieved? there's no way to do so right now, a smart
object for example can't retrieve the gl context to do its own
rendering when some event happens, so it is a must, or hw accelerated
objects won't be possible.

>
>
> 
> Need Legal Advice - Click Here.
> http://thirdpartyoffers.juno.com/TGL2141/fc/Ioyw6i3oI7JfSfRnwWLktNdwoXwReY8cQfuxnCoPKfCwc0YMeHM7UV/
>

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Re: [E-devel] Proposed evas gfx api changes and additions - part III

2008-08-01 Thread Jose Gonzalez
I wrote:
> Jorge wrote:
>   
>> On Fri, Aug 1, 2008 at 10:01 AM, Jose Gonzalez <[EMAIL PROTECTED]> wrote:
>>   
>> 
>>>  Let me give Carsten and Jorge a few more philosophical speculations 
>>> here
>>> on this stuff.
>>>
>>>  If you've followed this "vgfx api" proposal you'll see that it 
>>> introduces
>>> such concepts to evas by allowing for one to set relevant properties on evas
>>> objects that might support such - rects, lines, paths,... It's an extremely
>>> "object oriented" approach in that even our 'paints', images and gradients,
>>> are evas objects themselves.
>>>  Now, the thing about this is that eg. if one wanted to draw something 
>>> like
>>> 100 rects, possibly with slightly different transparencies, slightly offset 
>>> from
>>> each other, slightly rotated rel to each other, etc.. one'd have to add 100 
>>> such
>>> relevant rect objs with appropriate state. One could proceed to create 
>>> kinds of
>>> objs in this way using smart objs to encapsulate such given constructions 
>>> and
>>> whatnot. But, it's a fairly 'heavyweight' way of doing it, in general.
>>>
>>>  What one would like is a more 'immediate-mode' method of creating kinds
>>> of canvas objs, whether vgfx related or not.
>>>
>>>  I've mentioned things like flash, silverlight, qgraphicsscene, javafx, 
>>> and
>>> whatever others before, and the thing about *all* of these is that they 
>>> build
>>> their 'canvas' model from a vgfx immediate-mode drawing api.
>>>
>>>  Let's see if one can turn that around with evas, and see if one can 
>>> build
>>> an 'immediate-mode' gfx api around whatever rendering model the canvas 
>>> supports..
>>> and see if one can use that for the kind of extensibility and custom drawing
>>> capabilities that one can get with such direct rendering, immediate-mode 
>>> aspects.
>>>
>>>  To that end, let's consider adding a new evas object type - let's call
>>> it a "gfx" object, and let's imagine it has three distinguishing properties:
>>>
>>> a) One can add children (or member) objects to it (much like with smart 
>>> objs),
>>>   the added objs will become as if invisible to the evas (much like clip 
>>> objs).
>>> b) One can set a "draw" function on it which will take and update rect as an
>>>   argument. This function will be called whenever the gfx object will be 
>>> rendered
>>>   (similar to what's allowed with image objs).
>>> c) One can call a "child_draw" function on every member object of such a gfx
>>>   object - this call will call the member obj's own internal rendering 
>>> function.
>>>
>>> 
>>>   
>> Yes, the update rect here need some logic, usually you just want to
>> update a part of the object, but there might be objects that can't
>> update only a region but the whole object's bounding box, so you need
>> a way to tell the canvas the size of this bounding box and on update
>> of a part also inform that you have already updated all at once so no
>> need for more updates on this render loop
>>
>>   
>> 
>
>   That's one way.. you could also leave that up to smart wrappers to take
> care of that - thus also allowing for them to define the 'type' of object you
> want to define.
>
>
>   
>> This 3 properties was ekeko's approach and is similar to what i meant
>> with object's functions, it is really basic and can be extended too
>>   
>> 
>
>   Great, :) Then conceivably one should be able to use what you have in 
> ekeko
> to more easily implement this in evas and get closer to bring them together 
> into
> one kind of system?
>
>   

  Ummm... Just took a quick look at ekeko (been a long time since I last
looked at it) and no, what you have there is not the same thing at all.
  You have something we'd mentioned before, long ago.. namely, having
'object modules' wherein the objs provide their own rendering function.
That is not the same at all. In fact, that would be rather easy to add to
evas right now (basically just one new engine func would do it).
  The 'issue' here is, whether you have that or not, one needs/wants to
have some set of drawing mechanisms one can re-use to build complex gfx
out of simple ones - and for example people like a vgfx model since it gives
one such. In ekeko, you don't have any at all - just the basic concept of
letting objs provide their own rendering func.. But where is this rendering
func to come from? And how can one existing such function be used by other
objects? etc. In general, what well-known immediate-mode api will you use
to base your objects rendering functions on? 



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Re: [E-devel] Proposed evas gfx api changes and additions - part I.

2008-08-01 Thread Jose Gonzalez
Jorge wrote:
> On Fri, Aug 1, 2008 at 11:21 AM, Jose Gonzalez <[EMAIL PROTECTED]> wrote:
>   
>> Jorge wrote:
>> 
>>> .
>>>   
Let's consider the first part above only, and let me ask you this:
 What
 are the successful/modern gfx *apis* out there used for building guis,
 what
 are
 their models, what are their primitives, how do they deal with
 extensibility
 or custom rendering. Take a look at say Flash, Silverlight, and Qt...,
 and
 let
 me know what you see there.
There are others as well, but if you look at just these and give a
 synopsis
 of what's there, we can compare with evas and/or some possible other
 thing
 and
 continue with greater insight and foresight. :)

 
>>> Im not sure if this comparative will be fair, the technologies you
>>> have named are products not libraries, is a full set of objects /
>>> classes / descriptions / whatever given as a whole to match a product,
>>> my mail was more in the sense of how to change things internally in
>>> evas that will allow several features externally.
>>>
>>> You might see evas as a product from several perspectives, from the
>>> object's POV: a library that only gives you a few type of objects:
>>> line, rectangle, polygon, images and gradients, text, etc and has a
>>> single clipping mechanism; but the idea was how to make more objects
>>> easily and still have the possibility to make those objects hw
>>> accelerated, not what others have that we dont.
>>>
>>>   
>> Well, if you take out things related to gui builders and such, they're
>> really just 'libs', they expose a set of structures and funcs one can call
>> on - it doesn't really matter that they use different programming languages
>> have different runtimes, use classes, and whatnot.
>> What's common to them all is they build a retained-mode gfx model out
>> of a fairly standard immediate-mode vgfx drawing model. The method used to
>> obtain extensibility may vary somewhat, but at its heart it's derived by
>> letting you create new retained-mode 'types' via the use of the immediate-
>> mode drawing api to define how to draw new types (and some other aspects to
>> allow for specifying how to manipulate them in various ways).
>>
>> The point here being that evas lacks such an immediate-mode api, whether
>> vgfx or otherwise, which limits the way that new 'type' can be defined in
>> certain ways. One could try and build one such immediate-mode gfx api, say
>> a vgfx one like these, and use that.. or one can try and do it the other way
>> around -- use some set of objs the canvas supports (perhaps all) to 'define'
>> the immediate-mode gfx api indirectly, and feed this back in.
>> 
>
> True, this is exactly what my first mail was about, have an immediate
> rendering api exposed. The question is, make evas expose it?, or
> handle it on a different lib? i've preferred the second choice and
> that's why i built enesim.
>
>   
>> BTW, hw accelearated really has little to do with this per se, that's
>> just a matter of whether your obj rendering can be easily represented by
>> whatever hw accelerated api you have to work with.
>> 
>
> Yes, but how can you do such a thing if the context of the accelerated
> api can't be retrieved? there's no way to do so right now, a smart
> object for example can't retrieve the gl context to do its own
> rendering when some event happens, so it is a must, or hw accelerated
> objects won't be possible.
>
>   

  If you want such a thing, that explicit, then you need to expose specific
"native surfaces" -- that's the point of those. Otherwise, you don't need to
expose anything directly. You just 'expose' how to crete new, compound 
renderings
from existing ones - if the existing ones are "hw accel" then so will be the
compound one. :)




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Re: [E-devel] Proposed evas gfx api changes and additions - part III

2008-08-01 Thread Jorge Luis Zapata Muga
On Fri, Aug 1, 2008 at 11:59 AM, Jose Gonzalez <[EMAIL PROTECTED]> wrote:
> I wrote:
>>
>> Jorge wrote:
>>
>>>
>>> On Fri, Aug 1, 2008 at 10:01 AM, Jose Gonzalez <[EMAIL PROTECTED]> wrote:
>>>

 Let me give Carsten and Jorge a few more philosophical speculations
 here
 on this stuff.

 If you've followed this "vgfx api" proposal you'll see that it
 introduces
 such concepts to evas by allowing for one to set relevant properties on
 evas
 objects that might support such - rects, lines, paths,... It's an
 extremely
 "object oriented" approach in that even our 'paints', images and
 gradients,
 are evas objects themselves.
 Now, the thing about this is that eg. if one wanted to draw
 something like
 100 rects, possibly with slightly different transparencies, slightly
 offset from
 each other, slightly rotated rel to each other, etc.. one'd have to add
 100 such
 relevant rect objs with appropriate state. One could proceed to create
 kinds of
 objs in this way using smart objs to encapsulate such given
 constructions and
 whatnot. But, it's a fairly 'heavyweight' way of doing it, in general.

 What one would like is a more 'immediate-mode' method of creating
 kinds
 of canvas objs, whether vgfx related or not.

 I've mentioned things like flash, silverlight, qgraphicsscene,
 javafx, and
 whatever others before, and the thing about *all* of these is that they
 build
 their 'canvas' model from a vgfx immediate-mode drawing api.

 Let's see if one can turn that around with evas, and see if one can
 build
 an 'immediate-mode' gfx api around whatever rendering model the canvas
 supports..
 and see if one can use that for the kind of extensibility and custom
 drawing
 capabilities that one can get with such direct rendering, immediate-mode
 aspects.

 To that end, let's consider adding a new evas object type - let's
 call
 it a "gfx" object, and let's imagine it has three distinguishing
 properties:

 a) One can add children (or member) objects to it (much like with smart
 objs),
  the added objs will become as if invisible to the evas (much like clip
 objs).
 b) One can set a "draw" function on it which will take and update rect
 as an
  argument. This function will be called whenever the gfx object will be
 rendered
  (similar to what's allowed with image objs).
 c) One can call a "child_draw" function on every member object of such a
 gfx
  object - this call will call the member obj's own internal rendering
 function.


>>>
>>> Yes, the update rect here need some logic, usually you just want to
>>> update a part of the object, but there might be objects that can't
>>> update only a region but the whole object's bounding box, so you need
>>> a way to tell the canvas the size of this bounding box and on update
>>> of a part also inform that you have already updated all at once so no
>>> need for more updates on this render loop
>>>
>>>
>>
>>  That's one way.. you could also leave that up to smart wrappers to
>> take
>> care of that - thus also allowing for them to define the 'type' of object
>> you
>> want to define.
>>
>>
>>
>>>
>>> This 3 properties was ekeko's approach and is similar to what i meant
>>> with object's functions, it is really basic and can be extended too
>>>
>>
>>  Great, :) Then conceivably one should be able to use what you have in
>> ekeko
>> to more easily implement this in evas and get closer to bring them
>> together into
>> one kind of system?
>>
>>
>
> Ummm... Just took a quick look at ekeko (been a long time since I last
> looked at it) and no, what you have there is not the same thing at all.
> You have something we'd mentioned before, long ago.. namely, having
> 'object modules' wherein the objs provide their own rendering function.
> That is not the same at all. In fact, that would be rather easy to add to
> evas right now (basically just one new engine func would do it).

Im not sure it will be "that easy". Either way ekeko is not the place
to look if you are looking for an inmediate rendering api, take a look
into enesim, that's the purpose of it. Ekeko is just an abstract
canvas lib, based on the ideas we have discussed long time ago and
recently, it is far from complete of course.

> The 'issue' here is, whether you have that or not, one needs/wants to
> have some set of drawing mechanisms one can re-use to build complex gfx
> out of simple ones - and for example people like a vgfx model since it gives
> one such. In ekeko, you don't have any at all - just the basic concept of
> letting objs provide their own rendering func.. But where is this rendering
> func to come from?
 And how can one existing such function be used by other
> objects? etc. In general, what well-known immed

Re: [E-devel] Proposed evas gfx api changes and additions - part III

2008-08-01 Thread Jose Gonzalez
Jose Gonzalez wrote:
> I wrote:
>> Jorge wrote:
>>  
>>> On Fri, Aug 1, 2008 at 10:01 AM, Jose Gonzalez <[EMAIL PROTECTED]> 
>>> wrote:
>>>  
  Let me give Carsten and Jorge a few more philosophical 
 speculations here
 on this stuff.

  If you've followed this "vgfx api" proposal you'll see that it 
 introduces
 such concepts to evas by allowing for one to set relevant 
 properties on evas
 objects that might support such - rects, lines, paths,... It's an 
 extremely
 "object oriented" approach in that even our 'paints', images and 
 gradients,
 are evas objects themselves.
  Now, the thing about this is that eg. if one wanted to draw 
 something like
 100 rects, possibly with slightly different transparencies, 
 slightly offset from
 each other, slightly rotated rel to each other, etc.. one'd have to 
 add 100 such
 relevant rect objs with appropriate state. One could proceed to 
 create kinds of
 objs in this way using smart objs to encapsulate such given 
 constructions and
 whatnot. But, it's a fairly 'heavyweight' way of doing it, in general.

  What one would like is a more 'immediate-mode' method of 
 creating kinds
 of canvas objs, whether vgfx related or not.

  I've mentioned things like flash, silverlight, qgraphicsscene, 
 javafx, and
 whatever others before, and the thing about *all* of these is that 
 they build
 their 'canvas' model from a vgfx immediate-mode drawing api.

  Let's see if one can turn that around with evas, and see if 
 one can build
 an 'immediate-mode' gfx api around whatever rendering model the 
 canvas supports..
 and see if one can use that for the kind of extensibility and 
 custom drawing
 capabilities that one can get with such direct rendering, 
 immediate-mode aspects.

  To that end, let's consider adding a new evas object type - 
 let's call
 it a "gfx" object, and let's imagine it has three distinguishing 
 properties:

 a) One can add children (or member) objects to it (much like with 
 smart objs),
   the added objs will become as if invisible to the evas (much like 
 clip objs).
 b) One can set a "draw" function on it which will take and update 
 rect as an
   argument. This function will be called whenever the gfx object 
 will be rendered
   (similar to what's allowed with image objs).
 c) One can call a "child_draw" function on every member object of 
 such a gfx
   object - this call will call the member obj's own internal 
 rendering function.

   
>>> Yes, the update rect here need some logic, usually you just want to
>>> update a part of the object, but there might be objects that can't
>>> update only a region but the whole object's bounding box, so you need
>>> a way to tell the canvas the size of this bounding box and on update
>>> of a part also inform that you have already updated all at once so no
>>> need for more updates on this render loop
>>>
>>>   
>>
>>   That's one way.. you could also leave that up to smart wrappers 
>> to take
>> care of that - thus also allowing for them to define the 'type' of 
>> object you
>> want to define.
>>
>>
>>  
>>> This 3 properties was ekeko's approach and is similar to what i meant
>>> with object's functions, it is really basic and can be extended too
>>>   
>>
>>   Great, :) Then conceivably one should be able to use what you 
>> have in ekeko
>> to more easily implement this in evas and get closer to bring them 
>> together into
>> one kind of system?
>>
>>   
>
>  Ummm... Just took a quick look at ekeko (been a long time since I 
> last
> looked at it) and no, what you have there is not the same thing at all.
>  You have something we'd mentioned before, long ago.. namely, having
> 'object modules' wherein the objs provide their own rendering function.
> That is not the same at all. In fact, that would be rather easy to add to
> evas right now (basically just one new engine func would do it).
>  The 'issue' here is, whether you have that or not, one 
> needs/wants to
> have some set of drawing mechanisms one can re-use to build complex gfx
> out of simple ones - and for example people like a vgfx model since it 
> gives
> one such. In ekeko, you don't have any at all - just the basic concept of
> letting objs provide their own rendering func.. But where is this 
> rendering
> func to come from? And how can one existing such function be used by 
> other
> objects? etc. In general, what well-known immediate-mode api will you use
> to base your objects rendering functions on?
>

  Ah, I see (another email). You mean enesim as your immediate-mode api.
Ummm... That kind of depends on the api exposed.. which is somewhat
varied there. You could use this or that part - say the vgfx stuff pl

Re: [E-devel] Proposed evas gfx api changes and additions - part III

2008-08-01 Thread Jorge Luis Zapata Muga
On Fri, Aug 1, 2008 at 12:12 PM, Jose Gonzalez <[EMAIL PROTECTED]> wrote:
> Jose Gonzalez wrote:
>>
>> I wrote:
>>>
>>> Jorge wrote:
>>>

 On Fri, Aug 1, 2008 at 10:01 AM, Jose Gonzalez <[EMAIL PROTECTED]>
 wrote:

>
> Let me give Carsten and Jorge a few more philosophical speculations
> here
> on this stuff.
>
> If you've followed this "vgfx api" proposal you'll see that it
> introduces
> such concepts to evas by allowing for one to set relevant properties on
> evas
> objects that might support such - rects, lines, paths,... It's an
> extremely
> "object oriented" approach in that even our 'paints', images and
> gradients,
> are evas objects themselves.
> Now, the thing about this is that eg. if one wanted to draw
> something like
> 100 rects, possibly with slightly different transparencies, slightly
> offset from
> each other, slightly rotated rel to each other, etc.. one'd have to add
> 100 such
> relevant rect objs with appropriate state. One could proceed to create
> kinds of
> objs in this way using smart objs to encapsulate such given
> constructions and
> whatnot. But, it's a fairly 'heavyweight' way of doing it, in general.
>
> What one would like is a more 'immediate-mode' method of creating
> kinds
> of canvas objs, whether vgfx related or not.
>
> I've mentioned things like flash, silverlight, qgraphicsscene,
> javafx, and
> whatever others before, and the thing about *all* of these is that they
> build
> their 'canvas' model from a vgfx immediate-mode drawing api.
>
> Let's see if one can turn that around with evas, and see if one can
> build
> an 'immediate-mode' gfx api around whatever rendering model the canvas
> supports..
> and see if one can use that for the kind of extensibility and custom
> drawing
> capabilities that one can get with such direct rendering,
> immediate-mode aspects.
>
> To that end, let's consider adding a new evas object type - let's
> call
> it a "gfx" object, and let's imagine it has three distinguishing
> properties:
>
> a) One can add children (or member) objects to it (much like with smart
> objs),
>  the added objs will become as if invisible to the evas (much like clip
> objs).
> b) One can set a "draw" function on it which will take and update rect
> as an
>  argument. This function will be called whenever the gfx object will be
> rendered
>  (similar to what's allowed with image objs).
> c) One can call a "child_draw" function on every member object of such
> a gfx
>  object - this call will call the member obj's own internal rendering
> function.
>
>

 Yes, the update rect here need some logic, usually you just want to
 update a part of the object, but there might be objects that can't
 update only a region but the whole object's bounding box, so you need
 a way to tell the canvas the size of this bounding box and on update
 of a part also inform that you have already updated all at once so no
 need for more updates on this render loop


>>>
>>>  That's one way.. you could also leave that up to smart wrappers to
>>> take
>>> care of that - thus also allowing for them to define the 'type' of object
>>> you
>>> want to define.
>>>
>>>
>>>

 This 3 properties was ekeko's approach and is similar to what i meant
 with object's functions, it is really basic and can be extended too

>>>
>>>  Great, :) Then conceivably one should be able to use what you have
>>> in ekeko
>>> to more easily implement this in evas and get closer to bring them
>>> together into
>>> one kind of system?
>>>
>>>
>>
>> Ummm... Just took a quick look at ekeko (been a long time since I last
>> looked at it) and no, what you have there is not the same thing at all.
>> You have something we'd mentioned before, long ago.. namely, having
>> 'object modules' wherein the objs provide their own rendering function.
>> That is not the same at all. In fact, that would be rather easy to add to
>> evas right now (basically just one new engine func would do it).
>> The 'issue' here is, whether you have that or not, one needs/wants to
>> have some set of drawing mechanisms one can re-use to build complex gfx
>> out of simple ones - and for example people like a vgfx model since it
>> gives
>> one such. In ekeko, you don't have any at all - just the basic concept of
>> letting objs provide their own rendering func.. But where is this
>> rendering
>> func to come from? And how can one existing such function be used by other
>> objects? etc. In general, what well-known immediate-mode api will you use
>> to base your objects rendering functions on?
>>
>
> Ah, I see (another email). You mean enesim as your immediate-mode api.

sorry, i s

Re: [E-devel] Proposed evas gfx api changes and additions - part III

2008-08-01 Thread Jose Gonzalez
Jorge wrote:
> 
>> Ummm... Just took a quick look at ekeko (been a long time since I last
>> looked at it) and no, what you have there is not the same thing at all.
>> You have something we'd mentioned before, long ago.. namely, having
>> 'object modules' wherein the objs provide their own rendering function.
>> That is not the same at all. In fact, that would be rather easy to add to
>> evas right now (basically just one new engine func would do it).
>> 
>
> Im not sure it will be "that easy". Either way ekeko is not the place
> to look if you are looking for an inmediate rendering api, take a look
> into enesim, that's the purpose of it. Ekeko is just an abstract
> canvas lib, based on the ideas we have discussed long time ago and
> recently, it is far from complete of course.
>
>   

  It's fairly easy, as far as the engines go, so long as the obj modules
have access to evas internals. One still needs to set up module loading and such
but it's fairly starightforward.
  In fact, one needs to have to this if one wants to have things like a
"cairo" object or an "svg" object or others, without them being dependencies.
The problem is that it's a lot of work to set up objs that have good support
for all engines - and either not work on some given engine or fallback to
software in general.


>> The 'issue' here is, whether you have that or not, one needs/wants to
>> have some set of drawing mechanisms one can re-use to build complex gfx
>> out of simple ones - and for example people like a vgfx model since it gives
>> one such. In ekeko, you don't have any at all - just the basic concept of
>> letting objs provide their own rendering func.. But where is this rendering
>> func to come from?
>> 
>  And how can one existing such function be used by other
>   
>> objects? etc. In general, what well-known immediate-mode api will you use
>> to base your objects rendering functions on?
>> 
>
> The idea is that the rendering functions come from outside, so evas
> provides well known libraries/modules for objects like images,
> rectangles, lines, etc; but at the same time you can build your own,
> using the direct rendering api, in this case enesim.
>   

  Right. But think: What is it (besides having the ability to have objs
which are loadable modules and can do whatever drawing) that these abstract
immediate-mode apis allow you to do? They provide a means to create complex
drawings of some sort via their basic api. You want to draw a path which
is filled with something, and up on its top-right area there's another path
which is filled somewhat differently giving a 'highlight' kind of effect,
and you want to have a couple more such.. and it's all supposed to be one
new kind of 'object' (the highlited shapely thing).
  Well, you could do it that way, via your immediate-mode api.. and well,
that's exactly what I'm proposing as the immediate-mode api - it's just that
it's done via parts that are already objs (a "path" object which can be
filled etc.).

  Doesn't mean one wouldn't benefit from having a different source of
immediate-mode gfx apis. :)


PS.  Let's hold off on these 'quick replies' thing, since I think we're
getting out of something.. I don't know what the hell we're getting at anymore. 
:)



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Re: [E-devel] Proposed evas gfx api changes and additions - part III

2008-08-01 Thread Jose Gonzalez
Jorge wrote:
> ...
>> Ummm... That kind of depends on the api exposed.. which is somewhat
>> varied there. You could use this or that part - say the vgfx stuff plus
>> whatever image stuff.. very similar to the frameworks we mentioned.
>> But it's still too 'backend' specific. Better to have an abstract api that
>> never had to deal with what display target, engine-renderer, etc. was
>> being dealt with. That's what these others do, in their own way.
>> 
>
> Well, you have two options there:
> 1. Make an api with all direct rendering functions abstracted with an
> engine backend, similar to what evas currently have, large increase of
> engines, code duplication and very difficult to actually match the
> different rendering apis into one. Something similar to this:
>
> objects / canvas api -> direct rendering api -> engine backend
> functions, so in this case we should expose the direct rendering api.
> I dont think this way scales too good, is how evas currently works,
> and we all know the problems on the engines side.
>
> 2. Or the other way around (is what i wrote on the first mail on the
> "gfx api i!" thread), do a mix:
>
> objects/engine drawing -> canvas api -> engine backend. So the engine
> code is specific for the object itself, no need to abstract it, of
> course we need a way to retrieve the engine backend, which is very
> small, only functions to retrieve the context, temporary buffers and
> output buffer; and a way to know the engine's id.
>
> The main problem we have is what we want to extend, objects or
> engines? both are too joined, one depends on another. So i prefer to
> leave the complexity on the object itself, make it draw however it
> wants, with the lib it wants. Instead of making the objects fixed and
> just add engines. Yes, i agree that the model 2 is more complex than
> the 1, but is more powerful too and far more extensible.
>
>   

  The main problem on the engines side of things right now is basically
that the engine functions expose a very limited immediate-mode gfx api.
Either they should expose a 'powerful' one (which one?) or they expose the
'same' kind of api that the canvas does. They should also allow for loading
objs which define themselves (given some fixed, minimal set of basic stuff).
Which is basically what we're roughly talking about with (2) above.

  But, regardless of the api/model they expose, at the canvas level
itself, ie. objects, one would like to be able to define obj types whose
drawing is defined via an "immediate-mode" gfx mechanism -- easily, and
as "directly/abstractly" as possible (why?).



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Re: [E-devel] Proposed evas gfx api changes and additions - part III

2008-08-01 Thread Jose Gonzalez
I wrote:
> Jorge wrote:
>   
>> ...
>> 
>>> Ummm... That kind of depends on the api exposed.. which is somewhat
>>> varied there. You could use this or that part - say the vgfx stuff plus
>>> whatever image stuff.. very similar to the frameworks we mentioned.
>>> But it's still too 'backend' specific. Better to have an abstract api that
>>> never had to deal with what display target, engine-renderer, etc. was
>>> being dealt with. That's what these others do, in their own way.
>>> 
>>>   
>> Well, you have two options there:
>> 1. Make an api with all direct rendering functions abstracted with an
>> engine backend, similar to what evas currently have, large increase of
>> engines, code duplication and very difficult to actually match the
>> different rendering apis into one. Something similar to this:
>>
>> objects / canvas api -> direct rendering api -> engine backend
>> functions, so in this case we should expose the direct rendering api.
>> I dont think this way scales too good, is how evas currently works,
>> and we all know the problems on the engines side.
>>
>> 2. Or the other way around (is what i wrote on the first mail on the
>> "gfx api i!" thread), do a mix:
>>
>> objects/engine drawing -> canvas api -> engine backend. So the engine
>> code is specific for the object itself, no need to abstract it, of
>> course we need a way to retrieve the engine backend, which is very
>> small, only functions to retrieve the context, temporary buffers and
>> output buffer; and a way to know the engine's id.
>>
>> The main problem we have is what we want to extend, objects or
>> engines? both are too joined, one depends on another. So i prefer to
>> leave the complexity on the object itself, make it draw however it
>> wants, with the lib it wants. Instead of making the objects fixed and
>> just add engines. Yes, i agree that the model 2 is more complex than
>> the 1, but is more powerful too and far more extensible.
>>
>>   
>> 
>
>   The main problem on the engines side of things right now is basically
> that the engine functions expose a very limited immediate-mode gfx api.
> Either they should expose a 'powerful' one (which one?) or they expose the
> 'same' kind of api that the canvas does. They should also allow for loading
> objs which define themselves (given some fixed, minimal set of basic stuff).
> Which is basically what we're roughly talking about with (2) above.
>
>   But, regardless of the api/model they expose, at the canvas level
> itself, ie. objects, one would like to be able to define obj types whose
> drawing is defined via an "immediate-mode" gfx mechanism -- easily, and
> as "directly/abstractly" as possible (why?).
>   

  Does that make sense Jorge? For example, think about the original simple
example I gave of wanting to be able to simultaneously draw something like
100 rects or 100 images in some kind of smoothly varying way - where you don't
want to use 100 rect or image objects, and similar kinds of things.

  It's separate (though not necessarily unrelated) to case (2) of above
for the obj/engine design.



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[E-devel] Weird crash...

2008-08-01 Thread Toma
I was just about to watch a movie when bam, E17 crashed and took
itself out. Now thats ok, Im kind of cool with that, but it started
using more CPU than normal. So I busted open a xterm and ran 'ps aux'
to find this...

toma 13572 81.8  0.4  10492  2556 ?Rs   20:26   1:13
/usr/local/bin/enlightenment_fm_op rm /home/toma/.e/e/themes
toma 13587  0.0  0.6  11052  3296 ?Ss   20:27   0:00
/usr/local/bin/enlightenment_fm
toma 13590  0.0  0.1   2644  1004 pts/1R+   20:28   0:00 ps aux

Note the top command saying e_fm_op is removing all my themes. ALL. Of
my freaking themes. Stuff I dont have backed up and thought I'd never
need to back up. It even removed a couple folders in there that were
not even themes.
Why would E do this?
Toma

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Re: [E-devel] Weird crash...

2008-08-01 Thread Toma
Well I dont know what the hell is going on, but the themes were backed
up into my home dir with a bunch of weird characters as the folder
name.
http://members.iinet.net.au/~haste/e17/scared-toma.png

Needless to say, why would it do that? Ive got gdb open and ready if
it happens again.

Toma

2008/8/1 Toma <[EMAIL PROTECTED]>:
> I was just about to watch a movie when bam, E17 crashed and took
> itself out. Now thats ok, Im kind of cool with that, but it started
> using more CPU than normal. So I busted open a xterm and ran 'ps aux'
> to find this...
>
> toma 13572 81.8  0.4  10492  2556 ?Rs   20:26   1:13
> /usr/local/bin/enlightenment_fm_op rm /home/toma/.e/e/themes
> toma 13587  0.0  0.6  11052  3296 ?Ss   20:27   0:00
> /usr/local/bin/enlightenment_fm
> toma 13590  0.0  0.1   2644  1004 pts/1R+   20:28   0:00 ps aux
>
> Note the top command saying e_fm_op is removing all my themes. ALL. Of
> my freaking themes. Stuff I dont have backed up and thought I'd never
> need to back up. It even removed a couple folders in there that were
> not even themes.
> Why would E do this?
> Toma
>

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Re: [E-devel] Proposed evas gfx api changes and additions - part I.

2008-08-01 Thread Gustavo Sverzut Barbieri
Join late the discussion and badly starting with a top-post, I think
that trying to make Evas a canvas that supports both raster, vector
and maybe other (3d?) is bad, it will increase complexity, decrease
performance or both.

If we add means to easily integrate with cairo, antigrain or other
vector libraries, maybe later add some ways to hook opengl surfaces,
it will be enough... it's already enough to SDL and lots of other
similar libs. It's a start, we can use it as a prototype, and it's
easier to to, basically just need to wrap these into images.


On Fri, Aug 1, 2008 at 7:03 AM, Jose Gonzalez <[EMAIL PROTECTED]> wrote:
> Jorge wrote:
>> On Fri, Aug 1, 2008 at 11:21 AM, Jose Gonzalez <[EMAIL PROTECTED]> wrote:
>>
>>> Jorge wrote:
>>>
 .

>Let's consider the first part above only, and let me ask you this:
> What
> are the successful/modern gfx *apis* out there used for building guis,
> what
> are
> their models, what are their primitives, how do they deal with
> extensibility
> or custom rendering. Take a look at say Flash, Silverlight, and Qt...,
> and
> let
> me know what you see there.
>There are others as well, but if you look at just these and give a
> synopsis
> of what's there, we can compare with evas and/or some possible other
> thing
> and
> continue with greater insight and foresight. :)
>
>
 Im not sure if this comparative will be fair, the technologies you
 have named are products not libraries, is a full set of objects /
 classes / descriptions / whatever given as a whole to match a product,
 my mail was more in the sense of how to change things internally in
 evas that will allow several features externally.

 You might see evas as a product from several perspectives, from the
 object's POV: a library that only gives you a few type of objects:
 line, rectangle, polygon, images and gradients, text, etc and has a
 single clipping mechanism; but the idea was how to make more objects
 easily and still have the possibility to make those objects hw
 accelerated, not what others have that we dont.


>>> Well, if you take out things related to gui builders and such, they're
>>> really just 'libs', they expose a set of structures and funcs one can call
>>> on - it doesn't really matter that they use different programming languages
>>> have different runtimes, use classes, and whatnot.
>>> What's common to them all is they build a retained-mode gfx model out
>>> of a fairly standard immediate-mode vgfx drawing model. The method used to
>>> obtain extensibility may vary somewhat, but at its heart it's derived by
>>> letting you create new retained-mode 'types' via the use of the immediate-
>>> mode drawing api to define how to draw new types (and some other aspects to
>>> allow for specifying how to manipulate them in various ways).
>>>
>>> The point here being that evas lacks such an immediate-mode api, whether
>>> vgfx or otherwise, which limits the way that new 'type' can be defined in
>>> certain ways. One could try and build one such immediate-mode gfx api, say
>>> a vgfx one like these, and use that.. or one can try and do it the other way
>>> around -- use some set of objs the canvas supports (perhaps all) to 'define'
>>> the immediate-mode gfx api indirectly, and feed this back in.
>>>
>>
>> True, this is exactly what my first mail was about, have an immediate
>> rendering api exposed. The question is, make evas expose it?, or
>> handle it on a different lib? i've preferred the second choice and
>> that's why i built enesim.
>>
>>
>>> BTW, hw accelearated really has little to do with this per se, that's
>>> just a matter of whether your obj rendering can be easily represented by
>>> whatever hw accelerated api you have to work with.
>>>
>>
>> Yes, but how can you do such a thing if the context of the accelerated
>> api can't be retrieved? there's no way to do so right now, a smart
>> object for example can't retrieve the gl context to do its own
>> rendering when some event happens, so it is a must, or hw accelerated
>> objects won't be possible.
>>
>>
>
>  If you want such a thing, that explicit, then you need to expose specific
> "native surfaces" -- that's the point of those. Otherwise, you don't need to
> expose anything directly. You just 'expose' how to crete new, compound 
> renderings
> from existing ones - if the existing ones are "hw accel" then so will be the
> compound one. :)
>
>
>
> 
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Re: [E-devel] Weird crash...

2008-08-01 Thread Gustavo Sverzut Barbieri
On Fri, Aug 1, 2008 at 9:32 AM, Toma <[EMAIL PROTECTED]> wrote:
> I was just about to watch a movie when bam, E17 crashed and took
> itself out. Now thats ok, Im kind of cool with that, but it started
> using more CPU than normal. So I busted open a xterm and ran 'ps aux'
> to find this...
>
> toma 13572 81.8  0.4  10492  2556 ?Rs   20:26   1:13
> /usr/local/bin/enlightenment_fm_op rm /home/toma/.e/e/themes
> toma 13587  0.0  0.6  11052  3296 ?Ss   20:27   0:00
> /usr/local/bin/enlightenment_fm
> toma 13590  0.0  0.1   2644  1004 pts/1R+   20:28   0:00 ps aux
>
> Note the top command saying e_fm_op is removing all my themes. ALL. Of
> my freaking themes. Stuff I dont have backed up and thought I'd never
> need to back up. It even removed a couple folders in there that were
> not even themes.
> Why would E do this?

Don't know, the efm code is quite new and needs debug. The other day I
also noticed 100% cpu usage and top show that it was efm_op spinning
like crazy :-)

-- 
Gustavo Sverzut Barbieri
http://profusion.mobi embedded systems
--
MSN: [EMAIL PROTECTED]
Skype: gsbarbieri
Mobile: +55 (19) 9225-2202

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Re: [E-devel] Community Building

2008-08-01 Thread dan sinclair
> That's true, and it is bad. If we want to use it we have to clean up
> the aggregated feeds. In fact planet is just a feed aggregator, a very
> good feed aggregator, but imho it could be good to have an official E
> blog.

I really don't see the point of a blog. Why not just put your blog  
entry in the news section? The news section is essentially a blog.

dan

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Re: [E-devel] Community Building

2008-08-01 Thread dan sinclair

On 1-Aug-08, at 2:34 AM, Vincent Torri wrote:
>>
>> 2. E planet!?! Developers and power users should few lines on e  
>> status of
>> developement. This involves.
>
> right now, e planet has not a lot of topics related to development
>

You'll also notice that about 90% of planet.e.o content is myself and  
benr. Of everyone on the planet it appears that Toma and Horton are  
the only two who are doing EFL blogging at the moment. More people  
writing about E would bring the EFL content up.


>> 3. Release something and then enhance.
>
> that's the purpose of the original mail
>
>> 4. Documentation
>
> There is documentation for all the efl. It's not complete though  
> (except
> for some few of them). The doc can be generated from sources. It is  
> also
> in the wb site, but it's hard to find (see point 1...)

Click on Support. There is a Docs sidebar and you can hit more to see  
more documentation. Probably not the best but it's there. There are  
also the EFL, Edje and Ewl books up there. All three need updating at  
some point but are a good starting reference in many cases.

dan


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Re: [E-devel] Community Building

2008-08-01 Thread Vincent Torri


On Fri, 1 Aug 2008, dan sinclair wrote:

>> right now, e planet has not a lot of topics related to development
>> 
>
> You'll also notice that about 90% of planet.e.o content is myself and benr. 
> Of everyone on the planet it appears that Toma and Horton are the only two 
> who are doing EFL blogging at the moment. More people writing about E would 
> bring the EFL content up.

i don't like blogs. I don't have one myself, btw

>>> 4. Documentation
>> 
>> There is documentation for all the efl. It's not complete though (except
>> for some few of them). The doc can be generated from sources. It is also
>> in the wb site, but it's hard to find (see point 1...)
>
> Click on Support. There is a Docs sidebar and you can hit more to see more 
> documentation. Probably not the best but it's there. There are also the EFL, 
> Edje and Ewl books up there. All three need updating at some point but are a 
> good starting reference in many cases.

i know the web site by heart. The problem is not me not finding the 
documentation. The problem is for a user who discovers the web site, 
it's not at all obvious. A direct link to the documentation page should 
(must, imho) appear on the main page.

Vincent

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Re: [E-devel] Community Building

2008-08-01 Thread Massimiliano Calamelli
-BEGIN PGP SIGNED MESSAGE-
Hash: SHA1

On Fri, 1 Aug 2008 09:03:18 -0400
dan sinclair <[EMAIL PROTECTED]> wrote:

> I really don't see the point of a blog. Why not just put your blog  
> entry in the news section? The news section is essentially a blog.
> 
> dan

Hmmm, right, I think I misuse the word "blog", you can change it into
"a easy and confortable way to put contents into a web site".
For example, if I've something about E to notify, how i can put it into
the news section? 
If i'm not wrong, E site is under cvs, so to add an entry i need
commit bit?
 
Massimiliano
- -- 
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http://mcalamelli.netsons.org
[EMAIL PROTECTED]
-BEGIN PGP SIGNATURE-
Version: GnuPG v1.4.7 (MingW32)

iD8DBQFIkxNbleGEL56NNP4RAhLpAKC5G0r+OXmPDd/n2gM8kz4cDLsAPQCg9koB
IOI6vBG7rMOUAGnAdy1yntg=
=g+4I
-END PGP SIGNATURE-

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Re: [E-devel] Community Building

2008-08-01 Thread Downknew Wise
Right!!!

Now the site could have all the contents and the documentation necessary to
the user but it isn't easy to find the informations which you are looking
for,

I have a question. Why e web site has that layout? The logo on top it's too
big and hide the really contents. Menu is divised in two part on the top
corners... Why? The colours are too much gray and black. It isn't a text it
should be a website!!! Links are too similar to simple text. This is my
opinion but i'm sure that who knows the usability web rules has the same my
ideas. We could use a cms for the site if isn't possible to work on it.

I'm a website developer so i'm ready to help if it is necessary!!!

2008/8/1 Vincent Torri <[EMAIL PROTECTED]>

>
>
> On Fri, 1 Aug 2008, dan sinclair wrote:
>
> >> right now, e planet has not a lot of topics related to development
> >>
> >
> > You'll also notice that about 90% of planet.e.o content is myself and
> benr.
> > Of everyone on the planet it appears that Toma and Horton are the only
> two
> > who are doing EFL blogging at the moment. More people writing about E
> would
> > bring the EFL content up.
>
> i don't like blogs. I don't have one myself, btw
>
> >>> 4. Documentation
> >>
> >> There is documentation for all the efl. It's not complete though (except
> >> for some few of them). The doc can be generated from sources. It is also
> >> in the wb site, but it's hard to find (see point 1...)
> >
> > Click on Support. There is a Docs sidebar and you can hit more to see
> more
> > documentation. Probably not the best but it's there. There are also the
> EFL,
> > Edje and Ewl books up there. All three need updating at some point but
> are a
> > good starting reference in many cases.
>
> i know the web site by heart. The problem is not me not finding the
> documentation. The problem is for a user who discovers the web site,
> it's not at all obvious. A direct link to the documentation page should
> (must, imho) appear on the main page.
>
> Vincent
>
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Re: [E-devel] Community Building

2008-08-01 Thread Gustavo Sverzut Barbieri
On Fri, Aug 1, 2008 at 11:14 AM, Downknew Wise <[EMAIL PROTECTED]> wrote:
> Right!!!
>
> Now the site could have all the contents and the documentation necessary to
> the user but it isn't easy to find the informations which you are looking
> for,
>
> I have a question. Why e web site has that layout? The logo on top it's too
> big and hide the really contents. Menu is divised in two part on the top
> corners... Why? The colours are too much gray and black. It isn't a text it
> should be a website!!! Links are too similar to simple text. This is my
> opinion but i'm sure that who knows the usability web rules has the same my
> ideas. We could use a cms for the site if isn't possible to work on it.

because raster did it like that :-D
I'm not sure why people don't want to use a cms, but I've being told
that they want to keep like that (cvs based).


> I'm a website developer so i'm ready to help if it is necessary!!!

Please provide a better site layout, one of the developers can add it
to the website cvs project. I really like Exchange, but maybe you have
an even better idea.

-- 
Gustavo Sverzut Barbieri
http://profusion.mobi embedded systems
--
MSN: [EMAIL PROTECTED]
Skype: gsbarbieri
Mobile: +55 (19) 9225-2202

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Re: [E-devel] Community Building

2008-08-01 Thread Matteo
> because raster did it like that :-D
> I'm not sure why people don't want to use a cms, but I've being told
> that they want to keep like that (cvs based).


If you keep it CVS-based, it's hard to develop and hard to update with news,
topic and more.

The EFL was (and will) develop with semplicity in mind, this is not the case
of the site, why?
Maybe when the site was published, the admin have other ideas in mind, but,
ideas could change with time, and now we have the necessity of a "good"
site, not a "beauty" site.


The site if beautiful, but useless nowaday, imho.

-- 
__Matteo__

http://www.youtube.com/watch?v=UqkKurZ22KM
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[E-devel] Nightly build log for E17 on 2008-08-01 07:11:08 -0700

2008-08-01 Thread Nightly build system
Build log for Enlightenment DR 0.17 on 2008-08-01 07:11:08 -0700
Build logs are available at http://download.enlightenment.org/tests/logs

Packages that failed to build:
enna  http://download.enlightenment.org/tests/logs/enna.log
epdf  http://download.enlightenment.org/tests/logs/epdf.log

Packages with no supported build system:
entice, esmart_rsvg, exorcist, python-efl, 

Packages skipped:
camE, ecore_dbus, engage, enotes, enscribe, epbb, eplay, erss, etk_server, 
etox, e_utils, Evas_Perl, evoak, gfx_routines, lvs-gui, med, nexus, notgame, 
ruby-efl, webcam, 

Packages that build OK:
alarm, bling, calendar, cpu, deskshow, echo, eclair, ecore_li, ecore, edata, 
edb, e_dbus, edje_editor, edje, edje_viewer, edvi, eet, eflame, eflpp, efm_nav, 
efm_path, efreet, elapse, elation, elicit, elitaire, e, embrace, embryo, 
emotion, emphasis, empower, emprint, emu, enesim, engrave, engycad, enhance, 
enity, enterminus, enthrall, entrance_edit_gui, entrance, entropy, envision, 
epeg, ephoto, e_phys, epsilon, epx, equate, esmart, estickies, etk_extra, 
etk, etk-perl, evas, evfs, evolve, ewl, examine, execwatch, exhibit, exml, 
expedite, express, exquisite, extrackt, feh, flame, forecasts, gevas2, iconbar, 
iiirk, imlib2_loaders, imlib2, Imlib2_Perl, imlib2_tools, language, mail, 
mem, mixer, moon, mpdule, net, news, notification, penguins, pesh, photo, 
rage, rain, screenshot, scrot, skel, slideshow, snow, taskbar, tclock, uptime, 
weather, winselector, wlan, 

Debian GNU/Linux 4.0 \n \l

Linux enlightenment2 2.6.18-4-686 #1 SMP Wed May 9 23:03:12 UTC 2007 i686 
GNU/Linux


See http://download.enlightenment.org/tests/ for details.


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Re: [E-devel] Community Building

2008-08-01 Thread Downknew Wise
2008/8/1 Gustavo Sverzut Barbieri <[EMAIL PROTECTED]>

> On Fri, Aug 1, 2008 at 11:14 AM, Downknew Wise <[EMAIL PROTECTED]>
> wrote:
> > Right!!!
> >
> > Now the site could have all the contents and the documentation necessary
> to
> > the user but it isn't easy to find the informations which you are looking
> > for,
> >
> > I have a question. Why e web site has that layout? The logo on top it's
> too
> > big and hide the really contents. Menu is divised in two part on the top
> > corners... Why? The colours are too much gray and black. It isn't a text
> it
> > should be a website!!! Links are too similar to simple text. This is my
> > opinion but i'm sure that who knows the usability web rules has the same
> my
> > ideas. We could use a cms for the site if isn't possible to work on it.
>
> because raster did it like that :-D
> I'm not sure why people don't want to use a cms, but I've being told
> that they want to keep like that (cvs based).
>
>
> > I'm a website developer so i'm ready to help if it is necessary!!!
>
> Please provide a better site layout, one of the developers can add it
> to the website cvs project. I really like Exchange, but maybe you have
> an even better idea.
>
> --
> Gustavo Sverzut Barbieri
> http://profusion.mobi embedded systems
> --
> MSN: [EMAIL PROTECTED]
> Skype: gsbarbieri
> Mobile: +55 (19) 9225-2202
>
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Re: [E-devel] Community Building

2008-08-01 Thread Nathan Ingersoll
On Fri, Aug 1, 2008 at 9:20 AM, Gustavo Sverzut Barbieri
<[EMAIL PROTECTED]> wrote:
>
> because raster did it like that :-D
> I'm not sure why people don't want to use a cms, but I've being told
> that they want to keep like that (cvs based).

We went through a couple CMS's before, one of which broke badly when
SF changed their policy on writable directories. I don't remember what
happened with the other. I think the current site was developed in
order to work around the CMS problems we experienced at SF.

I don't think anyone has explicitly said we're against trying another
CMS, just no one has stepped forward with a viable option and design.

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Re: [E-devel] Community Building

2008-08-01 Thread Ian Caldwell
the website is in the process of being of being redone. So far it is in the
planning stages. Stay tuned!

On Thu, Jul 31, 2008 at 10:25 PM, Toma <[EMAIL PROTECTED]> wrote:

> On 01/08/2008, Downknew Wise <[EMAIL PROTECTED]> wrote:
> > |Sorry for my bad english, fix me|
> >
> > I think that the e community need:
> > 1. A website well structured. Today it is unusable!!!
> > It should be simple! The first page has to show the power of e (with
> fresh
> > screenshots, news). New graphic and new layout (the design is good but it
> > isn't fit the usability rules). Where are e planet and exchange?
> >
>
> The main website is a little devoid of useful links and current news.
> Something could be done about that. Maybe even putting a bit of
> planet.e.org content onto the 'News' section?
>
> > 2. E planet!?! Developers and power users should few lines on e status of
> > developement. This involves.
> >
> > 3. Release something and then enhance.
> >
> > 4. Documentation
> >
>
> Personally, ive steered away from writing too much documentation due
> to point 3. Once things are released, then the documentation can stay
> relevant and useful. Some of the old docs that dj2 wrote are a little
> outdated and need of a refreshment.
> What kind of documentation are we talking about here?
>
> > P.S.
> > I've translated some website pages in italian... Should e italian
> community
> > have an its own website, a planet like french community or may i continue
> to
> > translate e pages???
> >
>
> LoCo's (local communities) are a great way to get people involved. You
> just need to find more E users to effectively have a LoCo... I only
> know 1 other Aussie (PythonNinja) in the E world so we'd have a pretty
> lonely LoCo.
>
> Toma
>
> > 2008/8/1 Nathan Ingersoll <[EMAIL PROTECTED]>
> >
> > > That would be useful. This is a great task for someone that doesn't
> > > feel they are a developer, but can understand the CVS logs that come
> > > through.
> > >
> > >
> > >
> > >
> > > On Thu, Jul 31, 2008 at 7:44 PM, Toma <[EMAIL PROTECTED]> wrote:
> > > > Someone needs to blog all the interesting changes to cvs then submit
> > > > that to places like reddit, digg and slashdot. That way people see
> all
> > > > this interesting stuff going on and want to join in.
> > > > Toma
> > > >
> > > > On 7/29/08, Nathan Ingersoll <[EMAIL PROTECTED]> wrote:
> > > >> Since the most recent license flamewar was triggered by the
> motivation
> > > >> of community building, I think now would be an appropriate time to
> > > >> brainstorm some additional ideas for helping to build the community
> > > >> around E.
> > > >>
> > > >> One idea I discussed with Vincent today is that our lack of releases
> > > >> has caused many users to lose interest and stop taking notice of the
> > > >> project. I realize that there is a lot of talk surrounding changes
> to
> > > >> core infrastructure (data lib, graphics, scripting language, etc),
> but
> > > >> has there been any thought recently put into how our release process
> > > >> should be structured? There used to be a TODO list for e17, and that
> > > >> has been moved to Trac, but has anyone took a hard look at what is
> > > >> necessary for cutting a stable release? Even if we don't release e17
> > > >> 1.0, we may be able to move the core libs towards releases like eet.
> > > >>
> > > >> Nathan
> > > >>
> > > >>
> > -
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> > > >>
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> > > >>
> > > >
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Re: [E-devel] Community Building

2008-08-01 Thread Ian Caldwell
Correct, We even looked into cms's before we moved the site onto the new
servers. The thing is a lot of them were difficult to design for and quite
cumbersome. I'm looking into the options now of reopening up the cms option.
I know since we've looked into Cms's projects like drupal and joomla have
improved leaps and bounds on their themeing and translation options. However
This thread I will start a thread on cms's once we get past the planning
stages for the new site. Stay tuned I think you guys will like it!

On Fri, Aug 1, 2008 at 9:46 AM, Nathan Ingersoll <[EMAIL PROTECTED]> wrote:

> On Fri, Aug 1, 2008 at 9:20 AM, Gustavo Sverzut Barbieri
> <[EMAIL PROTECTED]> wrote:
> >
> > because raster did it like that :-D
> > I'm not sure why people don't want to use a cms, but I've being told
> > that they want to keep like that (cvs based).
>
> We went through a couple CMS's before, one of which broke badly when
> SF changed their policy on writable directories. I don't remember what
> happened with the other. I think the current site was developed in
> order to work around the CMS problems we experienced at SF.
>
> I don't think anyone has explicitly said we're against trying another
> CMS, just no one has stepped forward with a viable option and design.
>
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Re: [E-devel] Community Building

2008-08-01 Thread Ian Caldwell
It will not stay cvs-based We will either make our own php software or
use a cms.

On Fri, Aug 1, 2008 at 7:40 AM, Matteo <[EMAIL PROTECTED]> wrote:

> > because raster did it like that :-D
> > I'm not sure why people don't want to use a cms, but I've being told
> > that they want to keep like that (cvs based).
>
>
> If you keep it CVS-based, it's hard to develop and hard to update with
> news,
> topic and more.
>
> The EFL was (and will) develop with semplicity in mind, this is not the
> case
> of the site, why?
> Maybe when the site was published, the admin have other ideas in mind, but,
> ideas could change with time, and now we have the necessity of a "good"
> site, not a "beauty" site.
>
>
> The site if beautiful, but useless nowaday, imho.

I absolutely agree. It will be done ASAP

>
>
> --
> __Matteo__
>
> http://www.youtube.com/watch?v=UqkKurZ22KM
>
> http://maps.google.com/maps?f=q&hl=en&geocode=&q=Strada+dei+Campi,+34072+Gorizia,+Friuli-Venezia+Giulia,+Italia&sll=37.0625,-95.677068&sspn=28.611123,82.265625&ie=UTF8&ll=45.910682,13.507696&spn=0.00153,0.005021&t=h&z=18
> -
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Re: [E-devel] Community Building

2008-08-01 Thread Ian Caldwell
hold off on redesigning anything yet We have some very specific plans
that we're talking about... I will let you know at a later point. but there
could be some fun involved in redesigning the website :)

On Fri, Aug 1, 2008 at 7:20 AM, Gustavo Sverzut Barbieri
<[EMAIL PROTECTED]> wrote:

> On Fri, Aug 1, 2008 at 11:14 AM, Downknew Wise <[EMAIL PROTECTED]>
> wrote:
> > Right!!!
> >
> > Now the site could have all the contents and the documentation necessary
> to
> > the user but it isn't easy to find the informations which you are looking
> > for,
> >
> > I have a question. Why e web site has that layout? The logo on top it's
> too
> > big and hide the really contents. Menu is divised in two part on the top
> > corners... Why? The colours are too much gray and black. It isn't a text
> it
> > should be a website!!! Links are too similar to simple text. This is my
> > opinion but i'm sure that who knows the usability web rules has the same
> my
> > ideas. We could use a cms for the site if isn't possible to work on it.
>
> because raster did it like that :-D
> I'm not sure why people don't want to use a cms, but I've being told
> that they want to keep like that (cvs based).
>
>
> > I'm a website developer so i'm ready to help if it is necessary!!!
>
> Please provide a better site layout, one of the developers can add it
> to the website cvs project. I really like Exchange, but maybe you have
> an even better idea.
>
> --
> Gustavo Sverzut Barbieri
> http://profusion.mobi embedded systems
> --
> MSN: [EMAIL PROTECTED]
> Skype: gsbarbieri
> Mobile: +55 (19) 9225-2202
>
> -
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Re: [E-devel] Community Building

2008-08-01 Thread Ian Caldwell
I agree, a blog itself is not needed but a good news section is. but now
that get-e is mostly closing it's doors I think that opens up more content
writers. I'd honestly like to get into the habit of having one article a
week or biweekly on someone who's using e's components to build a product or
an article on development progress.

On Fri, Aug 1, 2008 at 6:03 AM, dan sinclair <[EMAIL PROTECTED]> wrote:

> > That's true, and it is bad. If we want to use it we have to clean up
> > the aggregated feeds. In fact planet is just a feed aggregator, a very
> > good feed aggregator, but imho it could be good to have an official E
> > blog.
>
> I really don't see the point of a blog. Why not just put your blog
> entry in the news section? The news section is essentially a blog.
>
> dan
>
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Re: [E-devel] Community Building

2008-08-01 Thread Vincent Torri


On Fri, 1 Aug 2008, Ian Caldwell wrote:

> the website is in the process of being of being redone. So far it is in the
> planning stages. Stay tuned!

As always, everyone is doing is job without mentioning it. I was not aware 
of a redesign of the website, i don't know what it will look like.

At least, you should send a mail about that, also you should describe the 
design, to see if everyone agree on it, etc... That what should have done 
if you care about the "community"... Especially about the web site.

Vincent

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Re: [E-devel] Community Building

2008-08-01 Thread Michael Jennings
On Friday, 01 August 2008, at 19:29:25 (+0200),
Vincent Torri wrote:

> As always, everyone is doing is job without mentioning it. I was not
> aware of a redesign of the website, i don't know what it will look
> like.
> 
> At least, you should send a mail about that, also you should
> describe the design, to see if everyone agree on it, etc... That
> what should have done if you care about the
> "community"... Especially about the web site.

Well, apparently that's not true.  Nobody discussed Exchange in public
until it was already done, and everyone seems to love it.  So clearly
doing things in secret is not as uncaring toward the community as you
imply.

If he wants to work in his own private cathedral, let him.  It's not
hurting anyone.  If nobody likes the end result, we don't have to use
it.

Michael

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[E-devel] [website] cms?

2008-08-01 Thread Ian Caldwell
So now it is your chance to tell us why we should be using a specific cms
verses the alternative of just making our own specific to our needs and
keeping it minimalistic. Please give the pros and the cons and explorer the
issues that would involve e directly (e.g. themeing, translations etc etc)
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Re: [E-devel] Community Building

2008-08-01 Thread Vincent Torri


On Fri, 1 Aug 2008, Michael Jennings wrote:

> On Friday, 01 August 2008, at 19:29:25 (+0200),
> Vincent Torri wrote:
>
>> As always, everyone is doing is job without mentioning it. I was not
>> aware of a redesign of the website, i don't know what it will look
>> like.
>>
>> At least, you should send a mail about that, also you should
>> describe the design, to see if everyone agree on it, etc... That
>> what should have done if you care about the
>> "community"... Especially about the web site.
>
> Well, apparently that's not true.  Nobody discussed Exchange in public
> until it was already done, and everyone seems to love it.  So clearly
> doing things in secret is not as uncaring toward the community as you
> imply.

So what ? Just an example of something that is nice (that is exchange) 
does not mean that everything will be nice. As it seems that you like 
examples, the current design of the website is an horror. raster has 
imposed it to us.

> If he wants to work in his own private cathedral, let him.  It's not
> hurting anyone.  If nobody likes the end result, we don't have to use
> it.

You completely miss the point, here. You talk about the pov of us ("we 
don't have to use it". Here it's not only us (the devs, putting stuff in 
it, etc...), it's also about the users of enlightenment and the efl.

I don't want that the e site being imposed without us being warned about 
such *important* change. And yes, i really think that it can hurt some 
people if it is not correctly done.

Finally, your comment is completely against a "community". For me, it 
means that if someone does some work, he should at least mention it, and 
describe it a bit.

On the contrary, I consider that your remark is against a community arounf 
e17 and the efl.

Vincent

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Re: [E-devel] Community Building

2008-08-01 Thread Downknew Wise
I've downloaded the e site from cvs. The php backend it's ok but ther's a
little problem: seems that the graphic isn't fully divided from the code. In
a website complex, such as this, the graphic side should be indipendent from
the backend to make the update work and the enhancements, the graphic
innovations easy to implement.

In this weekend i'll try to make a new usable layout which i wish could be
discussed by the ml.

My 2 cents


2008/8/1 Gustavo Sverzut Barbieri <[EMAIL PROTECTED]>

> On Fri, Aug 1, 2008 at 11:14 AM, Downknew Wise <[EMAIL PROTECTED]>
> wrote:
> > Right!!!
> >
> > Now the site could have all the contents and the documentation necessary
> to
> > the user but it isn't easy to find the informations which you are looking
> > for,
> >
> > I have a question. Why e web site has that layout? The logo on top it's
> too
> > big and hide the really contents. Menu is divised in two part on the top
> > corners... Why? The colours are too much gray and black. It isn't a text
> it
> > should be a website!!! Links are too similar to simple text. This is my
> > opinion but i'm sure that who knows the usability web rules has the same
> my
> > ideas. We could use a cms for the site if isn't possible to work on it.
>
> because raster did it like that :-D
> I'm not sure why people don't want to use a cms, but I've being told
> that they want to keep like that (cvs based).
>
>
> > I'm a website developer so i'm ready to help if it is necessary!!!
>
> Please provide a better site layout, one of the developers can add it
> to the website cvs project. I really like Exchange, but maybe you have
> an even better idea.
>
> --
> Gustavo Sverzut Barbieri
> http://profusion.mobi embedded systems
> --
> MSN: [EMAIL PROTECTED]
> Skype: gsbarbieri
> Mobile: +55 (19) 9225-2202
>
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[E-devel] [website] What would you like to see on the new site?

2008-08-01 Thread Ian Caldwell
What would you like to see on the new website? What goals do you think it
should have.
My personal views are this is what we need to see differently. Feel free to
chime in and add to what you'd like to see on the new site

*1.   Create links to all the software ( wiki, bug tracker, forums,
source browser etc)*

*2.   Make the website more user oriented. A lot of the content can be
moved to the wiki. We need the website to be a lot more static. *

*3.   Separate developer sections from user.*

*4.   Create a feature list page in order to make E more of a product
that we're trying to talk about*

*5.   weekly or biweekly articles*

*a.   We will have a submission article system in which we will stack up
articles and release one a week regarding E.  *

*b.  This will allow users who aren't good at coding or able to help in
that way to keep track of what's happening and write articles regarding the
progress.*

*c.   This will also help people who are writing applications be able to
follow development and get inspiration from other application developers.*

*d.  Or just content such as user guides for different things*

*6.Translations*

*a.   Allow people to have the website content translated into multiple
languages.*

*7.   One login to rule them all*

*a.   Having 10 different logins for all the different software isn't
working it would be really nice to see a lot of them consolidated into a
login api such as openid or google accounts.*
All in all the website needs to me more of a pamphlet than a handbook for
everything under the sun.

*Note* Please do not start on any designs That will come later and we
have plans for making prizes for it. Stay tuned.
--Ian "Inc"
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Re: [E-devel] Community Building

2008-08-01 Thread Downknew Wise
Sorry... i've read only now the other mails. I'll wait for the new e
website... but would be nice if the webdesigner involved the community in
the developement, at least with the mailing list...

With the last mails i 've understand that this isn't a community... and e
cannot have its community... Even the developers have different street in
the coding and there aren't public plans for the future. E seems unsupported
and closed!!!

It's a waste of time... i'm very sad... I lost all my wishes on this
project...


2008/8/1 Downknew Wise <[EMAIL PROTECTED]>

> I've downloaded the e site from cvs. The php backend it's ok but ther's a
> little problem: seems that the graphic isn't fully divided from the code. In
> a website complex, such as this, the graphic side should be indipendent from
> the backend to make the update work and the enhancements, the graphic
> innovations easy to implement.
>
> In this weekend i'll try to make a new usable layout which i wish could be
> discussed by the ml.
>
> My 2 cents
>
>
> 2008/8/1 Gustavo Sverzut Barbieri <[EMAIL PROTECTED]>
>
> On Fri, Aug 1, 2008 at 11:14 AM, Downknew Wise <[EMAIL PROTECTED]>
>> wrote:
>> > Right!!!
>> >
>> > Now the site could have all the contents and the documentation necessary
>> to
>> > the user but it isn't easy to find the informations which you are
>> looking
>> > for,
>> >
>> > I have a question. Why e web site has that layout? The logo on top it's
>> too
>> > big and hide the really contents. Menu is divised in two part on the top
>> > corners... Why? The colours are too much gray and black. It isn't a text
>> it
>> > should be a website!!! Links are too similar to simple text. This is my
>> > opinion but i'm sure that who knows the usability web rules has the same
>> my
>> > ideas. We could use a cms for the site if isn't possible to work on it.
>>
>> because raster did it like that :-D
>> I'm not sure why people don't want to use a cms, but I've being told
>> that they want to keep like that (cvs based).
>>
>>
>> > I'm a website developer so i'm ready to help if it is necessary!!!
>>
>> Please provide a better site layout, one of the developers can add it
>> to the website cvs project. I really like Exchange, but maybe you have
>> an even better idea.
>>
>> --
>> Gustavo Sverzut Barbieri
>> http://profusion.mobi embedded systems
>> --
>> MSN: [EMAIL PROTECTED]
>> Skype: gsbarbieri
>> Mobile: +55 (19) 9225-2202
>>
>
>
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Re: [E-devel] Community Building

2008-08-01 Thread Nick Hughart
Downknew Wise wrote:
> 2008/8/1 Gustavo Sverzut Barbieri <[EMAIL PROTECTED]>
>
>   
>> On Fri, Aug 1, 2008 at 11:14 AM, Downknew Wise <[EMAIL PROTECTED]>
>> wrote:
>> 
>>> Right!!!
>>>
>>> Now the site could have all the contents and the documentation necessary
>>>   
>> to
>> 
>>> the user but it isn't easy to find the informations which you are looking
>>> for,
>>>
>>> I have a question. Why e web site has that layout? The logo on top it's
>>>   
>> too
>> 
>>> big and hide the really contents. Menu is divised in two part on the top
>>> corners... Why? The colours are too much gray and black. It isn't a text
>>>   
>> it
>> 
>>> should be a website!!! Links are too similar to simple text. This is my
>>> opinion but i'm sure that who knows the usability web rules has the same
>>>   
>> my
>> 
>>> ideas. We could use a cms for the site if isn't possible to work on it.
>>>   
>> because raster did it like that :-D
>> I'm not sure why people don't want to use a cms, but I've being told
>> that they want to keep like that (cvs based).
>>
>>
>> 
>>> I'm a website developer so i'm ready to help if it is necessary!!!
>>>   
>> Please provide a better site layout, one of the developers can add it
>> to the website cvs project. I really like Exchange, but maybe you have
>> an even better idea.
>> 
Since everyone's been clamoring over this for awhile, I did the following:

http://edev.mekius.net/

It could probably be better if tweaked a bit more, but it keeps the same 
plain style that the E site has now, but the idea is to group the main 
menu together better while making it more directive and also make the 
sub-menu options more visible.  This is just a layout for now, nothing 
really goes anywhere yet, but the idea is to split the user and 
developer resources up to kinda walk the visitor through to the 
resources they are looking for.  Of course this could be expanded to 
provide even more links and such, but it all depends on how much the 
site will be providing.

I'm sure most of you will flame me into oblivion, but at least I'm doing 
more then just talking about what we should do...
>> --
>> Gustavo Sverzut Barbieri
>> http://profusion.mobi embedded systems
>> --
>> MSN: [EMAIL PROTECTED]
>> Skype: gsbarbieri
>> Mobile: +55 (19) 9225-2202
>>
>> 
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Re: [E-devel] [website] What would you like to see on the new site?

2008-08-01 Thread Zachary Goldberg
On 8/1/08, Ian Caldwell <[EMAIL PROTECTED]> wrote:
> What would you like to see on the new website? What goals do you think it
> should have.
> My personal views are this is what we need to see differently. Feel free to
> chime in and add to what you'd like to see on the new site
>
> *1.   Create links to all the software ( wiki, bug tracker, forums,
> source browser etc)*
>
> *2.   Make the website more user oriented. A lot of the content can be
> moved to the wiki. We need the website to be a lot more static. *
>
> *3.   Separate developer sections from user.*
>
> *4.   Create a feature list page in order to make E more of a product
> that we're trying to talk about*
>
> *5.   weekly or biweekly articles*
>
> *a.   We will have a submission article system in which we will stack up
> articles and release one a week regarding E.  *
>
> *b.  This will allow users who aren't good at coding or able to help in
> that way to keep track of what's happening and write articles regarding the
> progress.*
>
> *c.   This will also help people who are writing applications be able to
> follow development and get inspiration from other application developers.*
>
> *d.  Or just content such as user guides for different things*
>
> *6.Translations*
>
> *a.   Allow people to have the website content translated into multiple
> languages.*
>
> *7.   One login to rule them all*
>
> *a.   Having 10 different logins for all the different software isn't
> working it would be really nice to see a lot of them consolidated into a
> login api such as openid or google accounts.*
> All in all the website needs to me more of a pamphlet than a handbook for
> everything under the sun.
>
> *Note* Please do not start on any designs That will come later and we
> have plans for making prizes for it. Stay tuned.
> --Ian "Inc"
> -
> This SF.Net email is sponsored by the Moblin Your Move Developer's challenge
> Build the coolest Linux based applications with Moblin SDK & win great prizes
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>



The current site has a huge usability problem : theres 3 menus and
they're all in different styles and in different places.  One
navigation system which is obvious should be sufficient.

-Zach

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Re: [E-devel] Community Building

2008-08-01 Thread Michael Jennings
On Friday, 01 August 2008, at 19:47:22 (+0200),
Vincent Torri wrote:

> So what ? Just an example of something that is nice (that is
> exchange) does not mean that everything will be nice.

I never said that.  But it does illustrate that doing something in
secret does not inherently invalidate it or make it "bad for the
community."

> As it seems that you like examples, the current design of the
> website is an horror. raster has imposed it to us.

You have commit access.  Where was your alternative design?

> You completely miss the point, here. You talk about the pov of us
> ("we don't have to use it". Here it's not only us (the devs, putting
> stuff in it, etc...), it's also about the users of enlightenment and
> the efl.

That's who I'm talking about.  If we, the community of users and
developers, do not like the resulting redesign, we say "no" and
continue on our merry way.  We are in no way beholden to it.  We have
lost nothing.  One person has lost the time he invested, but that was
his choice, and he knew the risks from the outset.

> I don't want that the e site being imposed without us being warned about 
> such *important* change. And yes, i really think that it can hurt some 
> people if it is not correctly done.

First off, no one is *imposing* anything.  The only person who could
impose something on us is raster, and if you didn't accept the concept
of a project lead imposing his will, you'd be using Windows.

Oh, wait...almost forgot to whom I was speaking.  ;-)

Seriously, part of open source is that the project leadership have
certain dictatorial powers granted them by virtue of your interest in
their code.  So don't be offended on the infrequent occasion that
power is exercised, and don't scream foul in anticipation of something
you don't even know will happen yet.

> Finally, your comment is completely against a "community". For me,
> it means that if someone does some work, he should at least mention
> it, and describe it a bit.

A "community" is "a body of people having common rights, privileges,
or interests."  That says nothing about everyone having to have
everything they do approved by committee before they're allowed to do
it.  If that were the way things worked around here, we'd never get
anywhere.

> On the contrary, I consider that your remark is against a community
> arounf e17 and the efl.

Hogwash.  Even if Inc's work turns out to be complete and utter crap,
the community only suffers if (1) raster decides to use it anyway, AND
(2) it's worse than the current site.  You're simply overreacting to
fear of the unknown, much the same way some might have reacted if
Sthitha had said a few weeks ago, "We're replacing Get-E.Org with
something new we're designing from scratch by ourselves.  Stay tuned!"

Besides, he's clearly trying to start up a dialogue now, so let's hold
off on the conspiracy theories and the tar-and-feathering.  He doesn't
deserve it...at least, not yet.  ;-)

Michael

-- 
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Re: [E-devel] Community Building

2008-08-01 Thread Ian Caldwell
On Fri, Aug 1, 2008 at 11:05 AM, Downknew Wise <[EMAIL PROTECTED]>wrote:

> Sorry... i've read only now the other mails. I'll wait for the new e
> website... but would be nice if the webdesigner involved the community in
> the developement, at least with the mailing list...
>
> With the last mails i 've understand that this isn't a community... and e
> cannot have its community... Even the developers have different street in
> the coding and there aren't public plans for the future. E seems
> unsupported
> and closed!!!

We're all about  community but someone has to have the ultimate say in order
to get things done. That person is raster. Being that he's busy it takes a
while to get things cleared through him. look at the other threads and chime
in. I never said the community wouldn't be involved.
Exchange was done that way because so many people disliked the idea, but
once it was done everyone loved it.

>
>
> It's a waste of time... i'm very sad... I lost all my wishes on this
> project...
>

>
> 2008/8/1 Downknew Wise <[EMAIL PROTECTED]>
>
> > I've downloaded the e site from cvs. The php backend it's ok but ther's a
> > little problem: seems that the graphic isn't fully divided from the code.
> In
> > a website complex, such as this, the graphic side should be indipendent
> from
> > the backend to make the update work and the enhancements, the graphic
> > innovations easy to implement.
> >
> > In this weekend i'll try to make a new usable layout which i wish could
> be
> > discussed by the ml.
> >
> > My 2 cents
> >
> >
> > 2008/8/1 Gustavo Sverzut Barbieri <[EMAIL PROTECTED]>
> >
> > On Fri, Aug 1, 2008 at 11:14 AM, Downknew Wise <[EMAIL PROTECTED]>
> >> wrote:
> >> > Right!!!
> >> >
> >> > Now the site could have all the contents and the documentation
> necessary
> >> to
> >> > the user but it isn't easy to find the informations which you are
> >> looking
> >> > for,
> >> >
> >> > I have a question. Why e web site has that layout? The logo on top
> it's
> >> too
> >> > big and hide the really contents. Menu is divised in two part on the
> top
> >> > corners... Why? The colours are too much gray and black. It isn't a
> text
> >> it
> >> > should be a website!!! Links are too similar to simple text. This is
> my
> >> > opinion but i'm sure that who knows the usability web rules has the
> same
> >> my
> >> > ideas. We could use a cms for the site if isn't possible to work on
> it.
> >>
> >> because raster did it like that :-D
> >> I'm not sure why people don't want to use a cms, but I've being told
> >> that they want to keep like that (cvs based).
> >>
> >>
> >> > I'm a website developer so i'm ready to help if it is necessary!!!
> >>
> >> Please provide a better site layout, one of the developers can add it
> >> to the website cvs project. I really like Exchange, but maybe you have
> >> an even better idea.
> >>
> >> --
> >> Gustavo Sverzut Barbieri
> >> http://profusion.mobi embedded systems
> >> --
> >> MSN: [EMAIL PROTECTED]
> >> Skype: gsbarbieri
> >> Mobile: +55 (19) 9225-2202
> >>
> >
> >
> -
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Re: [E-devel] [website] What would you like to see on the new site?

2008-08-01 Thread Ian Caldwell
Yup, I'd like to eliminate submenus completely One navigation on all pages
that has links to pretty much everything.  The goal of the new site is make
it a lot more usable. With regularly updated news, and a lot of static
content around it.


On Fri, Aug 1, 2008 at 11:07 AM, Zachary Goldberg <[EMAIL PROTECTED]>wrote:

> On 8/1/08, Ian Caldwell <[EMAIL PROTECTED]> wrote:
> > What would you like to see on the new website? What goals do you think it
> > should have.
> > My personal views are this is what we need to see differently. Feel free
> to
> > chime in and add to what you'd like to see on the new site
> >
> > *1.   Create links to all the software ( wiki, bug tracker, forums,
> > source browser etc)*
> >
> > *2.   Make the website more user oriented. A lot of the content can
> be
> > moved to the wiki. We need the website to be a lot more static. *
> >
> > *3.   Separate developer sections from user.*
> >
> > *4.   Create a feature list page in order to make E more of a product
> > that we're trying to talk about*
> >
> > *5.   weekly or biweekly articles*
> >
> > *a.   We will have a submission article system in which we will stack
> up
> > articles and release one a week regarding E.  *
> >
> > *b.  This will allow users who aren't good at coding or able to help
> in
> > that way to keep track of what's happening and write articles regarding
> the
> > progress.*
> >
> > *c.   This will also help people who are writing applications be able
> to
> > follow development and get inspiration from other application
> developers.*
> >
> > *d.  Or just content such as user guides for different things*
> >
> > *6.Translations*
> >
> > *a.   Allow people to have the website content translated into
> multiple
> > languages.*
> >
> > *7.   One login to rule them all*
> >
> > *a.   Having 10 different logins for all the different software isn't
> > working it would be really nice to see a lot of them consolidated
> into a
> > login api such as openid or google accounts.*
> > All in all the website needs to me more of a pamphlet than a handbook for
> > everything under the sun.
> >
> > *Note* Please do not start on any designs That will come later and we
> > have plans for making prizes for it. Stay tuned.
> > --Ian "Inc"
> > -
> > This SF.Net email is sponsored by the Moblin Your Move Developer's
> challenge
> > Build the coolest Linux based applications with Moblin SDK & win great
> prizes
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> world
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> > ___
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> > enlightenment-devel@lists.sourceforge.net
> > https://lists.sourceforge.net/lists/listinfo/enlightenment-devel
> >
>
>
>
> The current site has a huge usability problem : theres 3 menus and
> they're all in different styles and in different places.  One
> navigation system which is obvious should be sufficient.
>
> -Zach
>
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Re: [E-devel] Proposed evas gfx api changes and additions - part I.

2008-08-01 Thread Jose Gonzalez
Gustavo wrote:
> Join late the discussion and badly starting with a top-post, I think
> that trying to make Evas a canvas that supports both raster, vector
> and maybe other (3d?) is bad, it will increase complexity, decrease
> performance or both.
>
>   

  Increased complexity, yes - in the sense that the api is somewhat larger
and internals have to deal with more options. But performance would actually
go up a bit when restricted to what's supported now.
  Actually, evas is really a vgfx canvas lib now - its image objects are
really the same as a rectangle filled with a pixmap paint set to repeat, its
grad objs similarly except filled with a gradient paint, its rectangle objs
are just simple color filled rects, and similarly for its line, and poly objs.
It's just a *very* simple vgfx canvas lib, exposing very few gfx abilities -
no stroking (except for the trivial case of thin lines), no transforms, etc.

  Part of the reason I would've liked evas to have a kind of 'object model'
for its core is precisely to better deal with a larger api and more complex
internals that could benefit from differentiation of types.


> If we add means to easily integrate with cairo, antigrain or other
> vector libraries, maybe later add some ways to hook opengl surfaces,
> it will be enough... it's already enough to SDL and lots of other
> similar libs. It's a start, we can use it as a prototype, and it's
> easier to to, basically just need to wrap these into images.
>   

  Things like cairo and antigrain and gl are immediate-mode gfx libs,
you can "integrate" with them in various ways, but that's not providing
more extensive *retained-mode* vgfx apis - ie. at the canvas level. That's
what qt wanted and thus developed its qgraphicsscene, it's what gtk desperately
wants and is trying with goocanvas, hippo canvas, pigment, clutter, 
it's what MS wanted and developed wpf/silverlight, it's what Sun wants and
developed javafx, etc.
  Now, 2D vgfx has certain limitations, in particular it tends to lack 
support
for projective transforms as many want in order to simulate basic 3D perspective
kinds of effects. So, many want to add such support in various ways. Sun's 
JavaFx 
and Adobe's Flash are trying to add it via filters - since they've already
committed to a straight 2d vgfx model for their 'canvas' model, clutter does it
differently, qt allows them as transforms in certain ways, etc.

 But, it's what everyone wants in order to be able to create far "richer"
graphical content - gui, presentation, or otherwise.



Make order out of chaos with a new filing cabinet. Click now!
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Re: [E-devel] Community Building

2008-08-01 Thread Downknew Wise
I think that the community. if it exists, should be involved!!! Then if
raster doesn't mind the e users opinion and does what he belivies right, it
isn't very important. But blog, write the plans and the projects in ml on
the site on blogs where u want. Many users are tired to see that it changed
nothing and that the the topic in ml are the same afrter years of
developement. E is a great project but the world doesn't wait it...

My opinion it isn't important. I'm nothing for e project but i'm sure that
other users and developers, like me, maybe won't support e for the future.

Remember where there isn't a good community, there aren't new good developer
and the projects fail with the passing of time...

Bye

2008/8/1 Ian Caldwell <[EMAIL PROTECTED]>

>
> On Fri, Aug 1, 2008 at 11:05 AM, Downknew Wise <[EMAIL PROTECTED]>wrote:
>
>> Sorry... i've read only now the other mails. I'll wait for the new e
>> website... but would be nice if the webdesigner involved the community in
>> the developement, at least with the mailing list...
>>
>> With the last mails i 've understand that this isn't a community... and e
>> cannot have its community... Even the developers have different street in
>> the coding and there aren't public plans for the future. E seems
>> unsupported
>> and closed!!!
>
> We're all about  community but someone has to have the ultimate say in
> order to get things done. That person is raster. Being that he's busy it
> takes a while to get things cleared through him. look at the other threads
> and chime in. I never said the community wouldn't be involved.
> Exchange was done that way because so many people disliked the idea, but
> once it was done everyone loved it.
>
>>
>>
>> It's a waste of time... i'm very sad... I lost all my wishes on this
>> project...
>>
>
>>
>> 2008/8/1 Downknew Wise <[EMAIL PROTECTED]>
>>
>> > I've downloaded the e site from cvs. The php backend it's ok but ther's
>> a
>> > little problem: seems that the graphic isn't fully divided from the
>> code. In
>> > a website complex, such as this, the graphic side should be indipendent
>> from
>> > the backend to make the update work and the enhancements, the graphic
>> > innovations easy to implement.
>> >
>> > In this weekend i'll try to make a new usable layout which i wish could
>> be
>> > discussed by the ml.
>> >
>> > My 2 cents
>> >
>> >
>> > 2008/8/1 Gustavo Sverzut Barbieri <[EMAIL PROTECTED]>
>> >
>> > On Fri, Aug 1, 2008 at 11:14 AM, Downknew Wise <[EMAIL PROTECTED]>
>> >> wrote:
>> >> > Right!!!
>> >> >
>> >> > Now the site could have all the contents and the documentation
>> necessary
>> >> to
>> >> > the user but it isn't easy to find the informations which you are
>> >> looking
>> >> > for,
>> >> >
>> >> > I have a question. Why e web site has that layout? The logo on top
>> it's
>> >> too
>> >> > big and hide the really contents. Menu is divised in two part on the
>> top
>> >> > corners... Why? The colours are too much gray and black. It isn't a
>> text
>> >> it
>> >> > should be a website!!! Links are too similar to simple text. This is
>> my
>> >> > opinion but i'm sure that who knows the usability web rules has the
>> same
>> >> my
>> >> > ideas. We could use a cms for the site if isn't possible to work on
>> it.
>> >>
>> >> because raster did it like that :-D
>> >> I'm not sure why people don't want to use a cms, but I've being told
>> >> that they want to keep like that (cvs based).
>> >>
>> >>
>> >> > I'm a website developer so i'm ready to help if it is necessary!!!
>> >>
>> >> Please provide a better site layout, one of the developers can add it
>> >> to the website cvs project. I really like Exchange, but maybe you have
>> >> an even better idea.
>> >>
>> >> --
>> >> Gustavo Sverzut Barbieri
>> >> http://profusion.mobi embedded systems
>> >> --
>> >> MSN: [EMAIL PROTECTED]
>> >> Skype: gsbarbieri
>> >> Mobile: +55 (19) 9225-2202
>> >>
>> >
>> >
>> -
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>> challenge
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>> prizes
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>> world
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>
>
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enli

Re: [E-devel] [website] What would you like to see on the new site?

2008-08-01 Thread Nick Hughart
Ian Caldwell wrote:
> Yup, I'd like to eliminate submenus completely One navigation on all pages
> that has links to pretty much everything.  The goal of the new site is make
> it a lot more usable. With regularly updated news, and a lot of static
> content around it.
>   
This is bad design imo, it leads to overload.  Having to dig through a 
ton of links to find the one you want is crazy, it's best to be able to 
filter towards your goal IMO.  Much easier to filter then to try and 
find a link among many that sounds like what you want.  This is how my 
brain works anyway.
>
> On Fri, Aug 1, 2008 at 11:07 AM, Zachary Goldberg <[EMAIL PROTECTED]>wrote:
>
>   
>> On 8/1/08, Ian Caldwell <[EMAIL PROTECTED]> wrote:
>> 
>>> What would you like to see on the new website? What goals do you think it
>>> should have.
>>> My personal views are this is what we need to see differently. Feel free
>>>   
>> to
>> 
>>> chime in and add to what you'd like to see on the new site
>>>
>>> *1.   Create links to all the software ( wiki, bug tracker, forums,
>>> source browser etc)*
>>>
>>> *2.   Make the website more user oriented. A lot of the content can
>>>   
>> be
>> 
>>> moved to the wiki. We need the website to be a lot more static. *
>>>
>>> *3.   Separate developer sections from user.*
>>>
>>> *4.   Create a feature list page in order to make E more of a product
>>> that we're trying to talk about*
>>>
>>> *5.   weekly or biweekly articles*
>>>
>>> *a.   We will have a submission article system in which we will stack
>>>   
>> up
>> 
>>> articles and release one a week regarding E.  *
>>>
>>> *b.  This will allow users who aren't good at coding or able to help
>>>   
>> in
>> 
>>> that way to keep track of what's happening and write articles regarding
>>>   
>> the
>> 
>>> progress.*
>>>
>>> *c.   This will also help people who are writing applications be able
>>>   
>> to
>> 
>>> follow development and get inspiration from other application
>>>   
>> developers.*
>> 
>>> *d.  Or just content such as user guides for different things*
>>>
>>> *6.Translations*
>>>
>>> *a.   Allow people to have the website content translated into
>>>   
>> multiple
>> 
>>> languages.*
>>>
>>> *7.   One login to rule them all*
>>>
>>> *a.   Having 10 different logins for all the different software isn't
>>> working it would be really nice to see a lot of them consolidated
>>>   
>> into a
>> 
>>> login api such as openid or google accounts.*
>>> All in all the website needs to me more of a pamphlet than a handbook for
>>> everything under the sun.
>>>
>>> *Note* Please do not start on any designs That will come later and we
>>> have plans for making prizes for it. Stay tuned.
>>> --Ian "Inc"
>>> -
>>> This SF.Net email is sponsored by the Moblin Your Move Developer's
>>>   
>> challenge
>> 
>>> Build the coolest Linux based applications with Moblin SDK & win great
>>>   
>> prizes
>> 
>>> Grand prize is a trip for two to an Open Source event anywhere in the
>>>   
>> world
>> 
>>> http://moblin-contest.org/redirect.php?banner_id=100&url=/
>>> ___
>>> enlightenment-devel mailing list
>>> enlightenment-devel@lists.sourceforge.net
>>> https://lists.sourceforge.net/lists/listinfo/enlightenment-devel
>>>
>>>   
>>
>> The current site has a huge usability problem : theres 3 menus and
>> they're all in different styles and in different places.  One
>> navigation system which is obvious should be sufficient.
>>
>> -Zach
>>
>> 
> -
> This SF.Net email is sponsored by the Moblin Your Move Developer's challenge
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>   


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Re: [E-devel] Community Building

2008-08-01 Thread Vincent Torri



On Fri, 1 Aug 2008, Michael Jennings wrote:


On Friday, 01 August 2008, at 19:47:22 (+0200),
Vincent Torri wrote:


So what ? Just an example of something that is nice (that is
exchange) does not mean that everything will be nice.


I never said that.  But it does illustrate that doing something in
secret does not inherently invalidate it or make it "bad for the
community."


As it seems that you like examples, the current design of the
website is an horror. raster has imposed it to us.


You have commit access.  Where was your alternative design?


I have no design, but i have already complained about the web site on the 
ML. I'm not a good designers, but i think that there are some things that 
MUST appear on a web site.


Also, in case you don't know, Dan did a BIG job so that all the doxy doc 
geenrating by gendoc look like the website, so modifying the website is 
not so simple if we want to have something that is coherent.



You completely miss the point, here. You talk about the pov of us
("we don't have to use it". Here it's not only us (the devs, putting
stuff in it, etc...), it's also about the users of enlightenment and
the efl.


That's who I'm talking about.  If we, the community of users and
developers, do not like the resulting redesign, we say "no" and
continue on our merry way.  We are in no way beholden to it.  We have
lost nothing.  One person has lost the time he invested, but that was
his choice, and he knew the risks from the outset.


so, ok, one guy is doing the website, he takes a huge amount of time to do 
it, and then we say : "Ho no, that web site is not good !". And a guy or 
antoehr will do the same thing, etc... I think that the time we loose 
discussing a bit (not a lot, during several weeks) about the web site is 
nothing if the web site is not godd and needs rewriting.



I don't want that the e site being imposed without us being warned about
such *important* change. And yes, i really think that it can hurt some
people if it is not correctly done.


First off, no one is *imposing* anything. The only person who could
impose something on us is raster,


raster ? imposing something ? you're a funny guy.


and if you didn't accept the concept
of a project lead imposing his will, you'd be using Windows.

Oh, wait...almost forgot to whom I was speaking.  ;-)


you're a stupid guy


Seriously, part of open source is that the project leadership have
certain dictatorial powers granted them by virtue of your interest in
their code.


I agree. And that's exactly the opposite of raster's way of leading the 
project. He said that a lot, btw : he does NOT want to impose things to 
committers.



 So don't be offended on the infrequent occasion that
power is exercised, and don't scream foul in anticipation of something
you don't even know will happen yet.


I will never be offended by something that is imposed if i am warned 
first. If i'm warned and I does nothing, then it's my fault. If one impose 
me without warn me and I don't like, I will say why i do not agree.



Finally, your comment is completely against a "community". For me,
it means that if someone does some work, he should at least mention
it, and describe it a bit.


A "community" is "a body of people having common rights, privileges,
or interests."  That says nothing about everyone having to have
everything they do approved by committee before they're allowed to do
it.  If that were the way things worked around here, we'd never get
anywhere.


I do not agree, i have another view of a community than yours.

Vincent


On the contrary, I consider that your remark is against a community
arounf e17 and the efl.


Hogwash.  Even if Inc's work turns out to be complete and utter crap,
the community only suffers if (1) raster decides to use it anyway, AND
(2) it's worse than the current site.  You're simply overreacting to
fear of the unknown, much the same way some might have reacted if
Sthitha had said a few weeks ago, "We're replacing Get-E.Org with
something new we're designing from scratch by ourselves.  Stay tuned!"

Besides, he's clearly trying to start up a dialogue now, so let's hold
off on the conspiracy theories and the tar-and-feathering.  He doesn't
deserve it...at least, not yet.  ;-)

Michael

--
Michael Jennings (a.k.a. KainX)  http://www.kainx.org/  <[EMAIL PROTECTED]>
Linux Server/Cluster Admin, LBL.gov   Author, Eterm (www.eterm.org)
---
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"Same difference." -- Rachel Green and Ross Gellar, "Friends"

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Re: [E-devel] Community Building

2008-08-01 Thread Ian Caldwell
First off. Lets clear a couple things up. No one is not involving the
community.  I was just saying wait a couple days so that we can clear up
some details with the boss (raster) . Now if you have opinions on the site
share your cms ones in the cms thread and the general ones in the what you
want to see thread. The details have mostly been released. Now if you have
an opinion put it in those threads, flame wars aren't helping at all.

On Fri, Aug 1, 2008 at 11:38 AM, Vincent Torri <[EMAIL PROTECTED]> wrote:

>
>
> On Fri, 1 Aug 2008, Michael Jennings wrote:
>
>  On Friday, 01 August 2008, at 19:47:22 (+0200),
>> Vincent Torri wrote:
>>
>>  So what ? Just an example of something that is nice (that is
>>> exchange) does not mean that everything will be nice.
>>>
>>
>> I never said that.  But it does illustrate that doing something in
>> secret does not inherently invalidate it or make it "bad for the
>> community."
>>
>>  As it seems that you like examples, the current design of the
>>> website is an horror. raster has imposed it to us.
>>>
>>
>> You have commit access.  Where was your alternative design?
>>
>
> I have no design, but i have already complained about the web site on the
> ML. I'm not a good designers, but i think that there are some things that
> MUST appear on a web site.
>
> Also, in case you don't know, Dan did a BIG job so that all the doxy doc
> geenrating by gendoc look like the website, so modifying the website is not
> so simple if we want to have something that is coherent.

did he? I never even knew we had doxygen. we should all just agree the old
site sucks which is what we're working on.

>
>
>  You completely miss the point, here. You talk about the pov of us
>>> ("we don't have to use it". Here it's not only us (the devs, putting
>>> stuff in it, etc...), it's also about the users of enlightenment and
>>> the efl.
>>>
>>
>> That's who I'm talking about.  If we, the community of users and
>> developers, do not like the resulting redesign, we say "no" and
>> continue on our merry way.  We are in no way beholden to it.  We have
>> lost nothing.  One person has lost the time he invested, but that was
>> his choice, and he knew the risks from the outset.
>>
>
> so, ok, one guy is doing the website, he takes a huge amount of time to do
> it, and then we say : "Ho no, that web site is not good !". And a guy or
> antoehr will do the same thing, etc... I think that the time we loose
> discussing a bit (not a lot, during several weeks) about the web site is
> nothing if the web site is not godd and needs rewriting.
>
>  I don't want that the e site being imposed without us being warned about
>>> such *important* change. And yes, i really think that it can hurt some
>>> people if it is not correctly done.
>>>
>>
>> First off, no one is *imposing* anything. The only person who could
>> impose something on us is raster,
>>
>
> raster ? imposing something ? you're a funny guy.
>
>  and if you didn't accept the concept
>> of a project lead imposing his will, you'd be using Windows.
>>
>> Oh, wait...almost forgot to whom I was speaking.  ;-)
>>
>
> you're a stupid guy
>
>  Seriously, part of open source is that the project leadership have
>> certain dictatorial powers granted them by virtue of your interest in
>> their code.
>>
>
> I agree. And that's exactly the opposite of raster's way of leading the
> project. He said that a lot, btw : he does NOT want to impose things to
> committers.
>
>   So don't be offended on the infrequent occasion that
>> power is exercised, and don't scream foul in anticipation of something
>> you don't even know will happen yet.
>>
>
> I will never be offended by something that is imposed if i am warned first.
> If i'm warned and I does nothing, then it's my fault. If one impose me
> without warn me and I don't like, I will say why i do not agree.
>
>  Finally, your comment is completely against a "community". For me,
>>> it means that if someone does some work, he should at least mention
>>> it, and describe it a bit.
>>>
>>
>> A "community" is "a body of people having common rights, privileges,
>> or interests."  That says nothing about everyone having to have
>> everything they do approved by committee before they're allowed to do
>> it.  If that were the way things worked around here, we'd never get
>> anywhere.
>>
>
> I do not agree, i have another view of a community than yours.
>
> Vincent
>
>  On the contrary, I consider that your remark is against a community
>>> arounf e17 and the efl.
>>>
>>
>> Hogwash.  Even if Inc's work turns out to be complete and utter crap,
>> the community only suffers if (1) raster decides to use it anyway, AND
>> (2) it's worse than the current site.  You're simply overreacting to
>> fear of the unknown, much the same way some might have reacted if
>> Sthitha had said a few weeks ago, "We're replacing Get-E.Org with
>> something new we're designing from scratch by ourselves.  Stay tuned!"
>>
>> Besides, he's clearly trying to sta

Re: [E-devel] Community Building

2008-08-01 Thread Michael Jennings
On Friday, 01 August 2008, at 20:38:46 (+0200),
Vincent Torri wrote:

> I have no design, but i have already complained about the web site
> on the ML. I'm not a good designers, but i think that there are some
> things that MUST appear on a web site.

All I'm saying is, if something better had come along, I'm sure raster
would've considered it.  Nothing did, until now.

> Also, in case you don't know, Dan did a BIG job so that all the doxy
> doc geenrating by gendoc look like the website, so modifying the
> website is not so simple if we want to have something that is
> coherent.

That's true, and that needs to be taken into consideration.  Also I
believe Mediawiki and Vanilla were themed to match the website.  That
work would also need to be redone.

> so, ok, one guy is doing the website, he takes a huge amount of time
> to do it, and then we say : "Ho no, that web site is not good
> !". And a guy or antoehr will do the same thing, etc... I think that
> the time we loose discussing a bit (not a lot, during several weeks)
> about the web site is nothing if the web site is not godd and needs
> rewriting.

That's a fair and valid opinion.  But the choice on whether or not to
discuss something publically before doing the work is a personal one
because the person making the choice (and doing the work) is the only
one who stands to lose anything.

> you're a stupid guy

Surely we're all adults here and can keep our discussions mature and
cordial.  There is no need for ad hominem attacks.

You're the one doing the Win32 ports, so my point about closed source
software not having the "benevolent dictatorship" model turned out to
be humorous.  Thus, the joke.  No offense was intended.

> I agree. And that's exactly the opposite of raster's way of leading
> the project. He said that a lot, btw : he does NOT want to impose
> things to committers.

So why are you afraid he'll do so?

> I will never be offended by something that is imposed if i am warned
> first.  If i'm warned and I does nothing, then it's my fault. If one
> impose me without warn me and I don't like, I will say why i do not
> agree.

It sounds like you feel someone is *already* imposing something on
you.  Is that correct?  If so, perhaps if you could explain what has
been done that you feel is imposing on you, it could be corrected.  I
don't think Inc is trying to impose his will on anyone.

>> A "community" is "a body of people having common rights,
>> privileges, or interests."  That says nothing about everyone having
>> to have everything they do approved by committee before they're
>> allowed to do it.  If that were the way things worked around here,
>> we'd never get anywhere.
>
> I do not agree, i have another view of a community than yours.

Well, that's the dictionary definition of community, so...  :)

Michael

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Re: [E-devel] [website] What would you like to see on the new site?

2008-08-01 Thread Vincent Torri



On Fri, 1 Aug 2008, Ian Caldwell wrote:


What would you like to see on the new website? What goals do you think it
should have.


one remark and one question:


My personal views are this is what we need to see differently. Feel free to
chime in and add to what you'd like to see on the new site

*1.   Create links to all the software ( wiki, bug tracker, forums,
source browser etc)*


and documentation. I have heard lots of users complaining about the 
documentation. I know that the doc inside the code must be improved. But 
the few documentation we have must be visible on the main page.



*2.   Make the website more user oriented. A lot of the content can be
moved to the wiki. We need the website to be a lot more static. *



*3.   Separate developer sections from user.*


for example ? I don't see what you mean.


*4.   Create a feature list page in order to make E more of a product
that we're trying to talk about*

*5.   weekly or biweekly articles*

*a.   We will have a submission article system in which we will stack up
articles and release one a week regarding E.  *

*b.  This will allow users who aren't good at coding or able to help in
that way to keep track of what's happening and write articles regarding the
progress.*

*c.   This will also help people who are writing applications be able to
follow development and get inspiration from other application developers.*

*d.  Or just content such as user guides for different things*

*6.Translations*

*a.   Allow people to have the website content translated into multiple
languages.*

*7.   One login to rule them all*

*a.   Having 10 different logins for all the different software isn't
working it would be really nice to see a lot of them consolidated into a
login api such as openid or google accounts.*
All in all the website needs to me more of a pamphlet than a handbook for
everything under the sun.

*Note* Please do not start on any designs That will come later and we
have plans for making prizes for it. Stay tuned.
--Ian "Inc"
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Re: [E-devel] Community Building

2008-08-01 Thread Vincent Torri


On Fri, 1 Aug 2008, Michael Jennings wrote:

>> I agree. And that's exactly the opposite of raster's way of leading
>> the project. He said that a lot, btw : he does NOT want to impose
>> things to committers.
>
> So why are you afraid he'll do so?

i am not, it's the contrary. I just want that some important things must 
be discussed first. Web site is a very important one.

I will be happy if one day, raster say : "in 2 weeks i want embryo 
to be released. So we (the devs) must do everything so that embryo has 
those stuff (he gives a list of things to do) fixed within 2 weeks"

he would impose us something that is good for the project (imho).

>> I will never be offended by something that is imposed if i am warned
>> first.  If i'm warned and I does nothing, then it's my fault. If one
>> impose me without warn me and I don't like, I will say why i do not
>> agree.
>
> It sounds like you feel someone is *already* imposing something on
> you.  Is that correct?

The way Ian exposed the web site stuff, yes. Just a little sentence. If he 
had followed that sentence by "I'll send a mail about that in one week 
after i have think of the web site", i would have been happy. It's maybe 
what he wanted to do, but i prefered to mentioned that.

>  If so, perhaps if you could explain what has
> been done that you feel is imposing on you, it could be corrected.  I
> don't think Inc is trying to impose his will on anyone.

ha, already exposed above.

>>> A "community" is "a body of people having common rights,
>>> privileges, or interests."  That says nothing about everyone having
>>> to have everything they do approved by committee before they're
>>> allowed to do it.  If that were the way things worked around here,
>>> we'd never get anywhere.
>>
>> I do not agree, i have another view of a community than yours.
>
> Well, that's the dictionary definition of community, so...  :)

haha, nice one :) I disagree with a dictionnary :)

Vincent

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Re: [E-devel] Community Building

2008-08-01 Thread Gustavo Sverzut Barbieri
On Fri, Aug 1, 2008 at 4:03 PM, Vincent Torri <[EMAIL PROTECTED]> wrote:
>
>
> On Fri, 1 Aug 2008, Michael Jennings wrote:
>
>>> I agree. And that's exactly the opposite of raster's way of leading
>>> the project. He said that a lot, btw : he does NOT want to impose
>>> things to committers.
>>
>> So why are you afraid he'll do so?
>
> i am not, it's the contrary. I just want that some important things must
> be discussed first. Web site is a very important one.
>
> I will be happy if one day, raster say : "in 2 weeks i want embryo
> to be released. So we (the devs) must do everything so that embryo has
> those stuff (he gives a list of things to do) fixed within 2 weeks"
>
> he would impose us something that is good for the project (imho).

Hum, why raster have to do that? Why can't we agree and do that? (I'll
start a thread on that)


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[E-devel] RFC: embryo release in 2 weeks

2008-08-01 Thread Gustavo Sverzut Barbieri
Hi guys,

As we're discussing on lots of threads, it would be good, if not
necessary, to release parts of E that we think are in good shape. This
will help in many fronts, including easy of use since distros will
start to package it officially. After Eet, I'd like to see Embryo
release since it's mature and almost no changes in last months, making
a perfect candidate.

I know there was some desire to mix Lua somehow, maybe as replacement
or extension, but I really thing that should be postponed because it
might even not happen at all.

Do you see any blocker to this release? If there is any blocker we
have until August 15th to fix it, otherwise we can release it this
weekend or next week.

-- 
Gustavo Sverzut Barbieri
http://profusion.mobi embedded systems
--
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Skype: gsbarbieri
Mobile: +55 (19) 9225-2202

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Re: [E-devel] [website] What would you like to see on the new site?

2008-08-01 Thread Veli Ogla Sungutay
Articles friends. We need lots of them. Even a small tutorial, small usage
examples would do.

On Fri, Aug 1, 2008 at 9:04 PM, Ian Caldwell <[EMAIL PROTECTED]> wrote:

> What would you like to see on the new website? What goals do you think it
> should have.
> My personal views are this is what we need to see differently. Feel free to
> chime in and add to what you'd like to see on the new site
>
> *1.   Create links to all the software ( wiki, bug tracker, forums,
> source browser etc)*
>
> *2.   Make the website more user oriented. A lot of the content can be
> moved to the wiki. We need the website to be a lot more static. *
>
> *3.   Separate developer sections from user.*
>
> *4.   Create a feature list page in order to make E more of a product
> that we're trying to talk about*
>
> *5.   weekly or biweekly articles*
>
> *a.   We will have a submission article system in which we will stack
> up
> articles and release one a week regarding E.  *
>
> *b.  This will allow users who aren't good at coding or able to help in
> that way to keep track of what's happening and write articles regarding the
> progress.*
>
> *c.   This will also help people who are writing applications be able
> to
> follow development and get inspiration from other application developers.*
>
> *d.  Or just content such as user guides for different things*
>
> *6.Translations*
>
> *a.   Allow people to have the website content translated into multiple
> languages.*
>
> *7.   One login to rule them all*
>
> *a.   Having 10 different logins for all the different software isn't
> working it would be really nice to see a lot of them consolidated into
> a
> login api such as openid or google accounts.*
> All in all the website needs to me more of a pamphlet than a handbook for
> everything under the sun.
>
> *Note* Please do not start on any designs That will come later and we
> have plans for making prizes for it. Stay tuned.
> --Ian "Inc"
> -
> This SF.Net email is sponsored by the Moblin Your Move Developer's
> challenge
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> prizes
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Re: [E-devel] [website] What would you like to see on the new site?

2008-08-01 Thread Andre Dieb
There are a bunch of articles, but you won't reach them easily (like in a
list). (I always need to consult something on the wiki or docs and it's
always a pain to find related links).

I think a list of related links (such as wikipedia.org ones) at the bottom
would be really useful.

Cheersm

2008/8/1 Veli Ogla Sungutay <[EMAIL PROTECTED]>

> Articles friends. We need lots of them. Even a small tutorial, small usage
> examples would do.
>
> On Fri, Aug 1, 2008 at 9:04 PM, Ian Caldwell <[EMAIL PROTECTED]> wrote:
>
> > What would you like to see on the new website? What goals do you think it
> > should have.
> > My personal views are this is what we need to see differently. Feel free
> to
> > chime in and add to what you'd like to see on the new site
> >
> > *1.   Create links to all the software ( wiki, bug tracker, forums,
> > source browser etc)*
> >
> > *2.   Make the website more user oriented. A lot of the content can
> be
> > moved to the wiki. We need the website to be a lot more static. *
> >
> > *3.   Separate developer sections from user.*
> >
> > *4.   Create a feature list page in order to make E more of a product
> > that we're trying to talk about*
> >
> > *5.   weekly or biweekly articles*
> >
> > *a.   We will have a submission article system in which we will stack
> > up
> > articles and release one a week regarding E.  *
> >
> > *b.  This will allow users who aren't good at coding or able to help
> in
> > that way to keep track of what's happening and write articles regarding
> the
> > progress.*
> >
> > *c.   This will also help people who are writing applications be able
> > to
> > follow development and get inspiration from other application
> developers.*
> >
> > *d.  Or just content such as user guides for different things*
> >
> > *6.Translations*
> >
> > *a.   Allow people to have the website content translated into
> multiple
> > languages.*
> >
> > *7.   One login to rule them all*
> >
> > *a.   Having 10 different logins for all the different software isn't
> > working it would be really nice to see a lot of them consolidated
> into
> > a
> > login api such as openid or google accounts.*
> > All in all the website needs to me more of a pamphlet than a handbook for
> > everything under the sun.
> >
> > *Note* Please do not start on any designs That will come later and we
> > have plans for making prizes for it. Stay tuned.
> > --Ian "Inc"
> > -
> > This SF.Net email is sponsored by the Moblin Your Move Developer's
> > challenge
> > Build the coolest Linux based applications with Moblin SDK & win great
> > prizes
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> world
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> > ___
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> > https://lists.sourceforge.net/lists/listinfo/enlightenment-devel
> >
>
>
>
> --
> Veli Ogla Sungutay
> http://gui-rd.org
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Re: [E-devel] [website] cms?

2008-08-01 Thread Viktor Kojouharov
Should it be strictly written in php? The current website uses php, but
perhaps the doors are open for other languages, and the cmses written in
them.

On Fri, 2008-08-01 at 10:46 -0700, Ian Caldwell wrote:
> So now it is your chance to tell us why we should be using a specific cms
> verses the alternative of just making our own specific to our needs and
> keeping it minimalistic. Please give the pros and the cons and explorer the
> issues that would involve e directly (e.g. themeing, translations etc etc)
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Re: [E-devel] [website] What would you like to see on the new site?

2008-08-01 Thread Viktor Kojouharov
The major part. If it is not done already, separate the presentation
from the logic code. Make sure a designer can do the job of styling the
site without touching any underlying code.

On Fri, 2008-08-01 at 11:04 -0700, Ian Caldwell wrote:
> What would you like to see on the new website? What goals do you think it
> should have.
> My personal views are this is what we need to see differently. Feel free to
> chime in and add to what you'd like to see on the new site
> 
> *1.   Create links to all the software ( wiki, bug tracker, forums,
> source browser etc)*
> 
> *2.   Make the website more user oriented. A lot of the content can be
> moved to the wiki. We need the website to be a lot more static. *
> 
> *3.   Separate developer sections from user.*
> 
> *4.   Create a feature list page in order to make E more of a product
> that we're trying to talk about*
> 
> *5.   weekly or biweekly articles*
> 
> *a.   We will have a submission article system in which we will stack up
> articles and release one a week regarding E.  *
> 
> *b.  This will allow users who aren't good at coding or able to help in
> that way to keep track of what's happening and write articles regarding the
> progress.*
> 
> *c.   This will also help people who are writing applications be able to
> follow development and get inspiration from other application developers.*
> 
> *d.  Or just content such as user guides for different things*
> 
> *6.Translations*
> 
> *a.   Allow people to have the website content translated into multiple
> languages.*
> 
> *7.   One login to rule them all*
> 
> *a.   Having 10 different logins for all the different software isn't
> working it would be really nice to see a lot of them consolidated into a
> login api such as openid or google accounts.*
> All in all the website needs to me more of a pamphlet than a handbook for
> everything under the sun.
> 
> *Note* Please do not start on any designs That will come later and we
> have plans for making prizes for it. Stay tuned.
> --Ian "Inc"
> -
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Re: [E-devel] Community Building

2008-08-01 Thread dan sinclair

On 1-Aug-08, at 10:40 AM, Matteo wrote:

>> because raster did it like that :-D
>> I'm not sure why people don't want to use a cms, but I've being told
>> that they want to keep like that (cvs based).
>
>
> If you keep it CVS-based, it's hard to develop and hard to update  
> with news,
> topic and more.

Actually, updating the site is trivial. You want to add news just add  
a time stamped file in the directory and commit to CVS. It gets  
automatically pushed to the website.

Yes, it requires a commit bit but that was how we wanted it.

dan


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Re: [E-devel] RFC: embryo release in 2 weeks

2008-08-01 Thread Toma
Does embryo have any use without edje? If not, why not wait till edje
is ready for release and send them out together?
Toma

2008/8/2 Gustavo Sverzut Barbieri <[EMAIL PROTECTED]>:
> Hi guys,
>
> As we're discussing on lots of threads, it would be good, if not
> necessary, to release parts of E that we think are in good shape. This
> will help in many fronts, including easy of use since distros will
> start to package it officially. After Eet, I'd like to see Embryo
> release since it's mature and almost no changes in last months, making
> a perfect candidate.
>
> I know there was some desire to mix Lua somehow, maybe as replacement
> or extension, but I really thing that should be postponed because it
> might even not happen at all.
>
> Do you see any blocker to this release? If there is any blocker we
> have until August 15th to fix it, otherwise we can release it this
> weekend or next week.
>
> --
> Gustavo Sverzut Barbieri
> http://profusion.mobi embedded systems
> --
> MSN: [EMAIL PROTECTED]
> Skype: gsbarbieri
> Mobile: +55 (19) 9225-2202
>
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Re: [E-devel] RFC: embryo release in 2 weeks

2008-08-01 Thread Nick Hughart
Toma wrote:
> Does embryo have any use without edje? If not, why not wait till edje
> is ready for release and send them out together?
> Toma
>   
Yes it does, it just isn't really used outside of edje at this point.
> 2008/8/2 Gustavo Sverzut Barbieri <[EMAIL PROTECTED]>:
>   
>> Hi guys,
>>
>> As we're discussing on lots of threads, it would be good, if not
>> necessary, to release parts of E that we think are in good shape. This
>> will help in many fronts, including easy of use since distros will
>> start to package it officially. After Eet, I'd like to see Embryo
>> release since it's mature and almost no changes in last months, making
>> a perfect candidate.
>>
>> I know there was some desire to mix Lua somehow, maybe as replacement
>> or extension, but I really thing that should be postponed because it
>> might even not happen at all.
>>
>> Do you see any blocker to this release? If there is any blocker we
>> have until August 15th to fix it, otherwise we can release it this
>> weekend or next week.
>>
>> --
>> Gustavo Sverzut Barbieri
>> http://profusion.mobi embedded systems
>> --
>> MSN: [EMAIL PROTECTED]
>> Skype: gsbarbieri
>> Mobile: +55 (19) 9225-2202
>>
>> -
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>> 
>
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Re: [E-devel] [website] cms?

2008-08-01 Thread Sthithaprajna Garapaty
The only reason for php would be that a number of the devs are
familiar with it, so if we need to write our own integration pieces,
it might be easier.
But the server is ours and we can install anything on it.. so PHP is
not a hard restriction.

On Fri, Aug 1, 2008 at 4:07 PM, Viktor Kojouharov <[EMAIL PROTECTED]> wrote:
> Should it be strictly written in php? The current website uses php, but
> perhaps the doors are open for other languages, and the cmses written in
> them.
>
> On Fri, 2008-08-01 at 10:46 -0700, Ian Caldwell wrote:
>> So now it is your chance to tell us why we should be using a specific cms
>> verses the alternative of just making our own specific to our needs and
>> keeping it minimalistic. Please give the pros and the cons and explorer the
>> issues that would involve e directly (e.g. themeing, translations etc etc)
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Re: [E-devel] RFC: embryo release in 2 weeks

2008-08-01 Thread Gustavo Sverzut Barbieri
On Fri, Aug 1, 2008 at 5:21 PM, Nick Hughart <[EMAIL PROTECTED]> wrote:
> Toma wrote:
>>
>> Does embryo have any use without edje? If not, why not wait till edje
>> is ready for release and send them out together?
>> Toma
>>
>
> Yes it does, it just isn't really used outside of edje at this point.

It's another package, so it's not tied in any way. We need to do
releases and a good start and training is with these libs. When things
go to Evas, Ecore and Edje, things will get much more complicated and
lots of different interests and pov will raise.

-- 
Gustavo Sverzut Barbieri
http://profusion.mobi embedded systems
--
MSN: [EMAIL PROTECTED]
Skype: gsbarbieri
Mobile: +55 (19) 9225-2202

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Re: [E-devel] Community Building

2008-08-01 Thread dan sinclair

On 1-Aug-08, at 2:49 PM, Michael Jennings wrote:

> On Friday, 01 August 2008, at 20:38:46 (+0200),
> Vincent Torri wrote:
>
>> I have no design, but i have already complained about the web site
>> on the ML. I'm not a good designers, but i think that there are some
>> things that MUST appear on a web site.
>
> All I'm saying is, if something better had come along, I'm sure raster
> would've considered it.  Nothing did, until now.
>
>> Also, in case you don't know, Dan did a BIG job so that all the doxy
>> doc geenrating by gendoc look like the website, so modifying the
>> website is not so simple if we want to have something that is
>> coherent.
>
> That's true, and that needs to be taken into consideration.  Also I
> believe Mediawiki and Vanilla were themed to match the website.  That
> work would also need to be redone.

Yes, both were re-themed along with the docs to provide a semi- 
consistent look between the different parts of the site. I never  
bothered with bugzilla as I didn't see the point.

dan


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Re: [E-devel] [website] What would you like to see on the new site?

2008-08-01 Thread dan sinclair

On 1-Aug-08, at 3:41 PM, Veli Ogla Sungutay wrote:

> Articles friends. We need lots of them. Even a small tutorial, small  
> usage
> examples would do.

Saying we need articles is fine. Finding people to write good articles  
is hard.

dan


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Re: [E-devel] [website] What would you like to see on the new site?

2008-08-01 Thread Ian Caldwell
well, now that get-e is basically shut down. that opens up some more writers
right there.

On Fri, Aug 1, 2008 at 1:26 PM, dn sinclair <[EMAIL PROTECTED]> wrote:

>
> On 1-Aug-08, at 3:41 PM, Veli Ogla Sungutay wrote:
>
> > Articles friends. We need lots of them. Even a small tutorial, small
> > usage
> > examples would do.
>
> Saying we need articles is fine. Finding people to write good articles
> is hard.
>
> dan
>
>
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Re: [E-devel] [website] cms?

2008-08-01 Thread Viktor Kojouharov
I can suggest http://bricolage.cc/ . I've heard good things about it,
and I'm a perl guy myself. Though according to wikipedia, a recent
version embeds the php5 interpreter, so the php guys can feel at home
too.

On Fri, 2008-08-01 at 16:23 -0400, Sthithaprajna Garapaty wrote:
> The only reason for php would be that a number of the devs are
> familiar with it, so if we need to write our own integration pieces,
> it might be easier.
> But the server is ours and we can install anything on it.. so PHP is
> not a hard restriction.
> 
> On Fri, Aug 1, 2008 at 4:07 PM, Viktor Kojouharov <[EMAIL PROTECTED]> wrote:
> > Should it be strictly written in php? The current website uses php, but
> > perhaps the doors are open for other languages, and the cmses written in
> > them.
> >
> > On Fri, 2008-08-01 at 10:46 -0700, Ian Caldwell wrote:
> >> So now it is your chance to tell us why we should be using a specific cms
> >> verses the alternative of just making our own specific to our needs and
> >> keeping it minimalistic. Please give the pros and the cons and explorer the
> >> issues that would involve e directly (e.g. themeing, translations etc etc)
> >> -
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> >> challenge
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> >> prizes
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Re: [E-devel] [website] What would you like to see on the new site?

2008-08-01 Thread Viktor Kojouharov
Err, not to burst your bubble or anything, but there wasn't a lot of
'writing' going on at get-e.

On Fri, 2008-08-01 at 13:28 -0700, Ian Caldwell wrote:
> well, now that get-e is basically shut down. that opens up some more writers
> right there.
> 
> On Fri, Aug 1, 2008 at 1:26 PM, dn sinclair <[EMAIL PROTECTED]> wrote:
> 
> >
> > On 1-Aug-08, at 3:41 PM, Veli Ogla Sungutay wrote:
> >
> > > Articles friends. We need lots of them. Even a small tutorial, small
> > > usage
> > > examples would do.
> >
> > Saying we need articles is fine. Finding people to write good articles
> > is hard.
> >
> > dan
> >
> >
> > -
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Re: [E-devel] [website] What would you like to see on the new site?

2008-08-01 Thread dan sinclair

On 1-Aug-08, at 2:04 PM, Ian Caldwell wrote:

> What would you like to see on the new website? What goals do you  
> think it
> should have.
> My personal views are this is what we need to see differently. Feel  
> free to
> chime in and add to what you'd like to see on the new site
>
> *1.   Create links to all the software ( wiki, bug tracker,  
> forums,
> source browser etc)*

We could easily do this with the current website. It just needs a new  
layout.


> *2.   Make the website more user oriented. A lot of the content  
> can be
> moved to the wiki. We need the website to be a lot more static. *
>

Ditto to 1.


> *3.   Separate developer sections from user.*
>

Ditto to 1.


> *4.   Create a feature list page in order to make E more of a  
> product
> that we're trying to talk about*
>

Ditto to 1. As well, the website isn't just about E the window  
manager. It's more then just a product pamphlet for the window manager.


> *5.   weekly or biweekly articles*
>

Ditto to 1. They can also write the articles on the Wiki which is  
probably a better choice. Makes them easier to maintain in the long  
run. They can then be linked from the main site.


> *a.   We will have a submission article system in which we will  
> stack up
> articles and release one a week regarding E.  *
>

Send them to the mailing list and they can be put up. Send enough good  
ones and you can get cvs access to do it yourself.


> *b.  This will allow users who aren't good at coding or able to  
> help in
> that way to keep track of what's happening and write articles  
> regarding the
> progress.*
>
> *c.   This will also help people who are writing applications be  
> able to
> follow development and get inspiration from other application  
> developers.*
>
> *d.  Or just content such as user guides for different things*
>
> *6.Translations*

This can be done with the current site. Everything has a lang variable  
passed with it I believe.


> *a.   Allow people to have the website content translated into  
> multiple
> languages.*
>
> *7.   One login to rule them all*

This could be done with the current site from the sounds of it.


> *a.   Having 10 different logins for all the different software  
> isn't
> working it would be really nice to see a lot of them  
> consolidated into a
> login api such as openid or google accounts.*
> All in all the website needs to me more of a pamphlet than a  
> handbook for
> everything under the sun.

All in all, i don't see anything in here that requires us to replace  
the website. Do a new layout and a bit of work to separate the UI from  
the php code.

dan



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Re: [E-devel] [website] What would you like to see on the new site?

2008-08-01 Thread dan sinclair

On 1-Aug-08, at 4:47 PM, dan sinclair wrote:
>> *5.   weekly or biweekly articles*
>>
>
> Ditto to 1. They can also write the articles on the Wiki which is
> probably a better choice. Makes them easier to maintain in the long
> run. They can then be linked from the main site.


This is what we did for the three Ewl Introduction documents. It has  
worked well as different people can keep the code updated as time goes  
on.

dan



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Re: [E-devel] E CVS: proto/eina cedric

2008-08-01 Thread dan sinclair
The COPYING file for this is currently blank. What license is this  
work under? Can someone please fill in the COPYING file.

Thanks,
dan



On 30-Jul-08, at 8:46 AM, Enlightenment CVS wrote:

> Enlightenment CVS committal
>
> Author  : cedric
> Project : e17
> Module  : proto/eina
>
> Dir : e17/proto/eina
>
>
> Added Files:
>   AUTHORS COPYING ChangeLog Doxyfile INSTALL Makefile.am NEWS
>   README autogen.sh configure.in eina.pc.in gendoc
>
>
> Log Message:
> Adding turran work to unify EFL data types and functions.
>
>
>
>
>
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Re: [E-devel] [website] What would you like to see on the new site?

2008-08-01 Thread Nick Hughart
dan sinclair wrote:
> On 1-Aug-08, at 4:47 PM, dan sinclair wrote:
>   
>>> *5.   weekly or biweekly articles*
>>>
>>>   
>> Ditto to 1. They can also write the articles on the Wiki which is
>> probably a better choice. Makes them easier to maintain in the long
>> run. They can then be linked from the main site.
>> 
>
>
> This is what we did for the three Ewl Introduction documents. It has  
> worked well as different people can keep the code updated as time goes  
> on.
>   
I agree with this.  Not only is it easy, it should be dead simple to 
make a way to pull in articles from the wiki and display them.  The only 
thing I'm not sure of is how they store them, if they are stored in HTML 
then simple, but if they are stored in the wiki format then that would 
be a bit harder.  They may even store both which would be nice.
> dan
>
>
>
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Re: [E-devel] Community Building

2008-08-01 Thread The Rasterman
On Fri, 1 Aug 2008 17:52:31 +1000 David Seikel <[EMAIL PROTECTED]> babbled:

> On Fri, 01 Aug 2008 16:36:55 +0930 Samuel Nicholas
> <[EMAIL PROTECTED]> wrote:
> 
> > Nick Hughart wrote:
> > > Toma wrote:
> > >   
> > >> LoCo's (local communities) are a great way to get people involved.
> > >> You just need to find more E users to effectively have a LoCo... I
> > >> only know 1 other Aussie (PythonNinja) in the E world so we'd have
> > >> a pretty lonely LoCo.
> > >> 
> > Count me in for meet-ups if its in Adelaide!!
> > >>   
> > >> 
> > > How can you forget about our benevolent dictator and resident
> > > Aussie, rasterman himself :)
> > >   
> > although definitely Aussie, I don't think he's currently in residence.
> 
> There are lots of us aussies in E land.  Last time I checked raster had
> moved back to Oz.  Both myself and monkeyiq live up north, and we meet
> once in a while. chaos lives near raster, etc.

i'm kind of here.. but aus is a big place... and we're all strung in different
corners of the joint! :)


-- 
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The Rasterman (Carsten Haitzler)[EMAIL PROTECTED]


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Re: [E-devel] Proposed evas gfx api changes and additions - part I!.

2008-08-01 Thread The Rasterman
On Tue, 29 Jul 2008 15:17:34 -0400 Jose Gonzalez <[EMAIL PROTECTED]> babbled:

>Carsten wrote:
> 
> > On Thu, 17 Jul 2008 05:58:24 -0400 Jose Gonzalez <[EMAIL PROTECTED]>
> > babbled:
> >
> >   
> >>   Ok, now for a proposed api for evas "vgfx objects" -- a very simple
> >> one, but general enough to allow for the overwhelming majority of vgfx uses
> >> (and certainly ones for most 'real-time' use in evas).
> >>
> >>   Again, by evas "vgfx objects" we mean evas objects that can be
> >> "filled and/or stroked" (eg. lines, rects, polys, paths, ... maybe text)
> >> with a color or a "texture" (aka: a paint or pattern).
> >> 
> >
> > or maybe even more simply: "any primitive uses for svg rendering" might be
> > an apt goal... :) the important bit is the actual rendering code... and
> > back-end. once done it can be exported to objects no problem. :)
> >
> >   
>   The api should be suitable for that, and for other 'kinds' of 
> objects that may want to
> support it - even if they're not exactly 'vgfx' objs in the usual sense.
> 
>   Let's back up here for a second and review this kind of stuff, as 
> it'll make some of
> what's below a bit more clear.
> 
>   What's normally considered 'vgfx' has really only one rendering 
> primitive - what's
> called a generic "path". These can be drawn in one of two basic ways - 
> they can be "stroked"
> or they can be "filled".. and that can be done with different kinds of 
> 'paints' (what I've called
> textures, others patterns, etc) - a color, a gradient, or an image - to 
> cover the areas included
> by the stroking or filling of the shape.  There are other things related 
> to this, but that's the
> basic jest of it.

sure! path... but you need all the calls to manipulate/create that path. and
then there is clipping to paths to be done to (tho api to set clipping is done)
but we'd need multiple kinds of clipping (clip, difference, intersection,
exclusion...). :)

> > hmm. ok - you havent covered all the vector gfx primitves (polygon,
> > polyline, line, bezier curve/path, ellipse etc.).
> >
> >   
>   It would cover all those, and any others that may want to support 
> whatever part
> of this general 'stroke/fill' api.  I just haven't proposed an api for 
> defining path objs,

aha! that was what was missing! :) why i was mentioning it! :)

> polyline objs, heart objs, star objs, or anything else.. and would 
> prefer that Cedric
> and Jorge do so if they wish.
>   The implementations of any and all of this is open.

cool. i'm all open to this being added to evas. :)

> > maybe.. just an idea we have a new vgfx object. leave existing objects
> > alone.
> >
> > Evas_Object *evas_object_vgfx_add(Evas *evas);
> >
> > and like image objects.. you can set a .svg to be the content... OR you can
> > add the content yourself? ie add polygons, curves, lines, set what paths
> > clip what... etc. ?
> >
> >   
>   That's a possibility too, and I've mentioned this as well. It's a 
> further and useful abstraction,
> those are objs that might not support 'stroke/fill' since they are 
> compound, though they could support
> affine transforms. The point of having a stroke/fill api is to be able 
> to also have various kinds of such
> vgfx 'primitives' as evas objects. That's extremely useful on its own 
> for basic gui uses.

yeah - much like image objects - vector objects (that could be loaded from
svg.. or a bunch of other files in theory) would be most useful.

> > Evas_Object *evas_objec_vgfx_polygon_add(Evas_Object *vgfx_obj);
> > ...
> >
> > hmm. but then why should they have to live within a vgfx obj?
> >   
> 
>   Exactly. It's useful to have a variety of 'objs', some compound, 
> some primitive, etc.
> I think both an "svg" object (set an svg file/group, support affine 
> transforms) and a "cairo"
> object (an implicit cairo surface to draw on, set updates, etc), and 
> other such, would be very useful.

yup. i agree. (wow. we agree. i see hell freezing over! :))

-- 
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Re: [E-devel] RFC: embryo release in 2 weeks

2008-08-01 Thread The Rasterman
On Fri, 1 Aug 2008 17:23:41 -0300 "Gustavo Sverzut Barbieri"
<[EMAIL PROTECTED]> babbled:

> On Fri, Aug 1, 2008 at 5:21 PM, Nick Hughart <[EMAIL PROTECTED]> wrote:
> > Toma wrote:
> >>
> >> Does embryo have any use without edje? If not, why not wait till edje
> >> is ready for release and send them out together?
> >> Toma
> >>
> >
> > Yes it does, it just isn't really used outside of edje at this point.
> 
> It's another package, so it's not tied in any way. We need to do
> releases and a good start and training is with these libs. When things
> go to Evas, Ecore and Edje, things will get much more complicated and
> lots of different interests and pov will raise.

as per my other email... i want to look at lua for edje... right now if we want
to KEEP embryo support in edje - then am embryo release makes sense. if we
don't - it makes no sense. so i'd like to know.. how important would keeping
embryo be... *IF* we were to also add and much more heavily support lua? (or
for that matter any other scripting engine?)?


-- 
- Codito, ergo sum - "I code, therefore I am" --
The Rasterman (Carsten Haitzler)[EMAIL PROTECTED]


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Re: [E-devel] [e-users] [website] cms?

2008-08-01 Thread The Rasterman
On Fri, 1 Aug 2008 10:46:01 -0700 "Ian Caldwell" <[EMAIL PROTECTED]> babbled:

> So now it is your chance to tell us why we should be using a specific cms
> verses the alternative of just making our own specific to our needs and
> keeping it minimalistic. Please give the pros and the cons and explorer the
> issues that would involve e directly (e.g. themeing, translations etc etc)

here's my 2c.

we've been through multiple cms's. none of them suddenly meant the website is
updated often and well maintained. they did nothing but make it harder. they
generally just got in the way (hard to customise etc etc.).

so eventually went back to an old original method. www lives in cvs - u want to
work on it, u get cvs access. committing means it auto-updates. if u need to
test the php locally setting up a local apache and mod-php, allow symlinks
outside of the www doc dir to point to your homedir's cvs checkout of the www
site, worsk just fine. it's simple and works. the php is also very simple. the
main www site is meant to be simple and relatively static - the wiki, and other
sites (trac, bugzilla etc.) are where the dynamic stuff happens...

-- 
- Codito, ergo sum - "I code, therefore I am" --
The Rasterman (Carsten Haitzler)[EMAIL PROTECTED]


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Re: [E-devel] Proposed evas gfx api changes and additions - part I.

2008-08-01 Thread The Rasterman
On Tue, 29 Jul 2008 15:17:17 -0400 Jose Gonzalez <[EMAIL PROTECTED]> babbled:


> > fair enough. are co-ords relative to object or canvas-global? i think we
> > possible needs to make this object-relative?
> >
> >   
> 
>   Object relative, ie. rel to obj's coord sys. - that works best for 
> evas' semantics of move,
> resize of objs, and makes it easier to use as a retained-mode canvas.

sounds good.

>   If the grad obj becomes 'bound' as a fill or stroke texture obj of 
> another (vgfx) obj, then the
> fill geometry is taken rel to the textured obj coords.

ok. sounds good.

>   In part, to allow for odd sized fills.. make it fit an odd sized 
> rect for example.

hmmm. ok.

> > hmm - ok, but  these are very much linked. and addressing of vgfx needs to
> > also address all the usual gradients used in vgfx (eg svg). :) but overall
> > this seems to make sense above.
> >   
> 
>   Exactly. The 'downside' is that it breaks current evas api. But 
> better now while still
> pre-alpha. Or, if it's decided best for it to be released first, then it 
> would have to wait
> for a subsequent api-breaking new version.

sure. this is why i'm wondering.. maybe - we just make a new class of vgfx
object(s)? this means no break now... or in future... if we break now - it
means still a lot of work to adapt to the breaks. :)

-- 
- Codito, ergo sum - "I code, therefore I am" --
The Rasterman (Carsten Haitzler)[EMAIL PROTECTED]


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Re: [E-devel] Community Building

2008-08-01 Thread The Rasterman
On Tue, 29 Jul 2008 00:40:04 -0500 "Nathan Ingersoll" <[EMAIL PROTECTED]>
babbled:

> Since the most recent license flamewar was triggered by the motivation
> of community building, I think now would be an appropriate time to
> brainstorm some additional ideas for helping to build the community
> around E.

hear hear. positive moves. :)

> One idea I discussed with Vincent today is that our lack of releases
> has caused many users to lose interest and stop taking notice of the
> project. I realize that there is a lot of talk surrounding changes to
> core infrastructure (data lib, graphics, scripting language, etc), but
> has there been any thought recently put into how our release process
> should be structured? There used to be a TODO list for e17, and that
> has been moved to Trac, but has anyone took a hard look at what is
> necessary for cutting a stable release? Even if we don't release e17
> 1.0, we may be able to move the core libs towards releases like eet.

yeah. i agree we need releases. it's probably our biggest issue. right now in
lib-space i'd want to clean up 2 major thnigs that are currently underway:

1. eina - move fully to using it. remove all data stuff from ecore/evas -
provide compatibility macros so code at least compiles - then 1 macro at a
time, remove/fix then.

2. edje - i have been mulling dropping embryo in favor of lua. let's discuss?
(reasons - better full-scripting support with more full language support. lua
seems to be one of the best fits of the bill).

vincent covers this... the reason though is i would probably want to drop
embryo... thus not wanting to release until done. if i knuckle down i could get
lua stuff done in a shortish-space of time...

as for evas api changes - if we break what we break now - lets do it. the
question is, how long will it take to break it and fix things up. do what we
can do that is a quick and fast fix. anything that will take a while to fix...
will be bad.

btw - i think we might just go for 1.0 - and when we break api/abi - go for
2.0, but queue up changes that break api/abi. i have always wanted to have a
1.0 release that doesn't break.. for a LOOONG time afterwards (many years). but
maybe that is really too much of a dream and reality is to just clean up the
immediate breaks/changes and dump things out the door. e17 (wm) itself has a
longer list - but lets look at efl right now. we get efl releases out - e17
next.

so for efl - crank out 1.0's - and when/if we break.. 2.0's etc. etc. nathan is
right - in theory we probably should be at 3.0 for evas... :)

as for blogging - yes. we need this. this is good. i've always liked the idea
of a tech-interested person that reads cvs commit logs, hangs on irc and reads
email.. and kind of blogs about the interesting bits. :) like a PR guy... :) i
believe in freedom of opinion and expression. i believe in people just getting
up and doing what they think is right. of couse if you wish - discuss, but
don't discuss to death. DO DO DO. as long as peoples opinions and ideas are
based on actual fact (and not fiction)... it's all good!.

> Nathan
> 
> -
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> 


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Re: [E-devel] Proposed evas gfx api changes and additions - part I.

2008-08-01 Thread The Rasterman
On Thu, 31 Jul 2008 12:04:39 +0200 "Jorge Luis Zapata Muga"
<[EMAIL PROTECTED]> babbled:

> On Thu, Jul 17, 2008 at 10:36 AM, Jose Gonzalez <[EMAIL PROTECTED]> wrote:
> >  As the subject states, let me make a (relatively) short summary of some
> > proposed changes and additions to the evas gfx api -- and I'll deal with
> > only gradients and a possible vgfx-objs api, leaving transforms (mostly)
> > and filters for later.
> >
> >  First, changes to the current gradient api. This would replace the
> > current api with the following one:
> >
> >
> > (1)  For creating gradients:
> > **
> >
> >  Evas_Object *evas_object_gradient_[type]_add(e);
> >
> > where the types are: linear and radial (and possibly later also angular,
> > rectangular, triangular, sinusoidal, ...)
> >
> >
> > (2)  For setting gradient geometries (of a given type):
> > *
> >
> >  void evas_object_gradient_[type]_fill_set(obj, [geometry desc]);
> >
> >
> > Where the [geom desc] is:
> >
> > (a) for linear grads,
> >
> >  void evas_object_gradient_linear_fill_set(obj, Evas_Coord x0, Evas_Coord
> > y0, Evas_Coord x1, Evas_Coord y1);
> >
> > (b) for radial grads,
> >
> >  void evas_object_gradient_radial_fill_set(obj, Evas_Coord cx0, Evas_Coord
> > cy0, float rx, float ry);
> >
> >  And we'd leave any other types for later as desired.
> >
> >
> >
> > (3)  For setting the gradient geometry's "spread" (or repeat, or extend)
> > mode:
> > 
> >
> >   void evas_object_gradient_fill_spread_set(obj, int tile_mode);
> >
> >
> >
> > (4)  For modifying the gradient geometry via a transform:
> > ***
> >
> >   void evas_object_gradient_fill_transform_set(obj, Evas_Transform *t);
> >
> >  where an 'Evas_Transform' is defined as:
> >
> > struct Evas_Transform
> > {
> >   float   mxx, mxy, mxz;
> >   float   myx, myy, myz;
> >   float   mzx, mzy, mzz;
> > };
> >
> >  ie. a 3x3 tmatrix which can be used to define a projective
> > transformation or an affine one by ignoring the mzx,mzy,mzz components.
> > Only affine ones supported for grad geometries (though the obj itself may
> > support proj ones).
> >
> >
> >
> > (5)  For clearing/defining the gradient obj's "spectrum":
> > ***
> >
> >  void evas_object_gradient_clear(obj);
> >
> >  ie. remove any stops or data or whatnot from the gradient.
> >
> >
> >  void evas_object_gradient_color_np_stop_insert(obj, r, g, b, a, float pos);
> >
> >  ie. insert a NON_PREMUL color at the given pos (clamped to be in [0,1])
> >
> >  And *possibly* also similar premul such, as exist currently:
> >
> >  void evas_object_gradient_color_stop_insert(obj, r, g, b, a, float pos);
> >  void evas_object_gradient_alpha_stop_insert(obj, a, float pos);
> >
> >  void evas_object_gradient_color_data_set(obj, *data, len, has_alpha);
> >  void evas_object_gradient_alpha_data_set(obj, *data, len);
> >
> >
> >  That's it for basic gradient support (one could add more types, and one
> > could add some funcs to query/modify stops if desired).
> >
> >  The reasons for proposing these changes?
> >
> >  To allow for direct support of gradients with various possible engine
> > backends (eg. xrender, cairo, OpenVG, ... others).
> >  To have an api which is 'fitted' to what most all vgfx specs/lib-apis
> > support with gradients.
> >  To more easily enable and represent various uses of gradients (including
> > vgfx related ones like "texturing" of geometric figures with them).
> >
> >
> >  This then leads to a proposed api for vgfx-objects in evas -- and
> > recall, by "vgfx-objects", we mean objs that can be "filled and/or
> > stroked" (eg. lines, rects, polys, paths, ... maybe text) with a color or a
> > "texture" (aka a paint or a pattern).
> >
> 
> Some time ago i had another idea that i've been implementing, some of
> you already know enesim and ekeko, some other dont, let me explain why
> i think adding this to evas is not good imho.
> 
> One of the main reasons of not releasing software is that it evolves
> too fast or it doesnt stabilize enough to make a stamp on a specific
> version and release it; but that is a direct consequence on what your
> lib wants to achieve. So im partisan of doing small things with solid
> API, of course not too small that it will make the lib itself dumb,
> but keep the objectives clear.
> 
> Adding all of this to evas itself not only will make evas more bloated
> but more unmaintainable and of course the release time will be
> delayed, i'd like to share another idea that might help us achieve the
> same goals jose is trying to do, but keeping the api itself of evas
> clear enough.
> 
> We are always on the objects/engines problem, how to support more
> objects features and how to add more engines and the

Re: [E-devel] RFC: embryo release in 2 weeks

2008-08-01 Thread Viktor Kojouharov
On Sat, 2008-08-02 at 08:30 +1000, Carsten Haitzler wrote:
> On Fri, 1 Aug 2008 17:23:41 -0300 "Gustavo Sverzut Barbieri"
> <[EMAIL PROTECTED]> babbled:
> 
> > On Fri, Aug 1, 2008 at 5:21 PM, Nick Hughart <[EMAIL PROTECTED]> wrote:
> > > Toma wrote:
> > >>
> > >> Does embryo have any use without edje? If not, why not wait till edje
> > >> is ready for release and send them out together?
> > >> Toma
> > >>
> > >
> > > Yes it does, it just isn't really used outside of edje at this point.
> > 
> > It's another package, so it's not tied in any way. We need to do
> > releases and a good start and training is with these libs. When things
> > go to Evas, Ecore and Edje, things will get much more complicated and
> > lots of different interests and pov will raise.
> 
> as per my other email... i want to look at lua for edje... right now if we 
> want
> to KEEP embryo support in edje - then am embryo release makes sense. if we
> don't - it makes no sense. so i'd like to know.. how important would keeping
> embryo be... *IF* we were to also add and much more heavily support lua? (or
> for that matter any other scripting engine?)?
> 
> 

My 2c would be to drop embryo in favor of any other C-style language
(lua/perl/javascript/python). I don't know whether a modularized script
environment (for edje or otherwise) is planned, but if it's not, even
lua would be an improvement, imho.


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[E-devel] Load an image from memory for evas

2008-08-01 Thread Timo Drick

Hi all,

i would like to make a proof of concept for displaying a jpeg video 
stream with evas. I will compare this to gtk. It is for a project that 
should run on the new Freerunner from Openmoko so performance is relevant.


My problem:
the evas function: evas_object_image_file_set(image, "test.png", "");
takes the filename as parameter. But my jpeg image is not a file. It 
stay in memory only. I do not want to write it at a file.

My question:
Which is the recommended way to read a image from memory in evas?
(I attached my testing code with comments that focus on my intention)

best regards Timo

#include 
#include 
#include 
#include 
#include 

#define WIDTH 480
#define HEIGHT 640

static int MAX_IMAGESIZE = 1024 * 512;

Ecore_Evas  *   ee;
Evas*   evas;
Evas_Object *   base_rect;

static unsigned char *frame=NULL; // buffer for incoming frame

int main(){

evas_init();
ecore_init();
ecore_evas_init();
ee = ecore_evas_software_x11_new(NULL, 0, 0, 0, WIDTH, HEIGHT);
ecore_evas_title_set(ee, "Ecore_Evas Template");
ecore_evas_borderless_set(ee, 0);
ecore_evas_show(ee);

evas = ecore_evas_get(ee);
evas_font_path_append(evas, "fonts/");

base_rect = evas_object_rectangle_add(evas);
evas_object_resize(base_rect, (double)WIDTH, (double)HEIGHT);
evas_object_color_set(base_rect, 244, 243, 242, 255);
evas_object_show(base_rect);

if ( ( frame = malloc ( MAX_IMAGESIZE ) ) == NULL ) {
perror( "not enough memory for worker thread\n" );
exit ( EXIT_FAILURE );
}
// Image loading in memory
// just for demonstration in my real app the image came from a udp stream
FILE *f = fopen("test.png","r"); 
size_t len=fread(frame,sizeof(char),MAX_IMAGESIZE,f);
// now the image stay in the frame buffer

FILE *stream = open_memstream (frame, len); // i can make a stream of the memory
// I know there is a function to load images from file 
// but i do not found any function in api that takes a stream 

Evas_Object *image;
/* create an image object */
image = evas_object_image_add(evas);

// for this function i need an alternative to support streams or directly from memory
evas_object_image_file_set(image, "test.png", "");

evas_object_name_set(image, "image");
evas_object_move(image, 0, 0);
evas_object_resize(image, 320, 240);
evas_object_image_fill_set(image, 0, 0, 100, 100);
evas_object_show(image);

ecore_main_loop_begin();
 
/* when the main event loop exits, shutdown our libraries */
ecore_evas_shutdown();
ecore_shutdown();
evas_shutdown();

return 0;
}

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Re: [E-devel] Community Building

2008-08-01 Thread Luchezar Petkov
On Sat, Aug 2, 2008 at 1:17 AM, The Rasterman Carsten Haitzler <
[EMAIL PROTECTED]> wrote:




>
> as for blogging - yes. we need this. this is good. i've always liked the
> idea
> of a tech-interested person that reads cvs commit logs, hangs on irc and
> reads
> email.. and kind of blogs about the interesting bits. :) like a PR guy...
> :) i
> believe in freedom of opinion and expression. i believe in people just
> getting
> up and doing what they think is right. of couse if you wish - discuss, but
> don't discuss to death. DO DO DO. as long as peoples opinions and ideas are
> based on actual fact (and not fiction)... it's all good!.


I can do that. I've been reading the CVS logs, E-devel discussions and stuff
for years, so I think I can post news and blog about the major events in the
community/changes in the E(FL). The problem is, I am quite tech-interested,
but with limited programming knowledge, so... I wont be able to write much
about that (like explaining what an evas object is or writing in detail
about API changes, I just don't understand most of the stuff).
Other than that - host me a blog on e.org and I'm on.



-- 
Luchezar P. Petkov
http://luchko.net
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Re: [E-devel] Load an image from memory for evas

2008-08-01 Thread The Rasterman
On Sat, 02 Aug 2008 01:21:26 +0200 Timo Drick <[EMAIL PROTECTED]> babbled:

> Hi all,
> 
> i would like to make a proof of concept for displaying a jpeg video 
> stream with evas. I will compare this to gtk. It is for a project that 
> should run on the new Freerunner from Openmoko so performance is relevant.
> 
> My problem:
> the evas function: evas_object_image_file_set(image, "test.png", "");
> takes the filename as parameter. But my jpeg image is not a file. It 
> stay in memory only. I do not want to write it at a file.
> My question:
> Which is the recommended way to read a image from memory in evas?
> (I attached my testing code with comments that focus on my intention)

the simple version is - evas has no ability to load an ENCODED image (jpeg, png
etc.) from ram. the loader modules all work off disk. u'd have to decode it
yourself with libjpeg and present evas with ARGB32 data (for software_x11
engine) or 16bit pixel data (rgb565) for a 16bit engine.

note - you'll be limited by video bus bandwidth here - be it gtk or evas. your
best bet is to use xvideo and decode jpeg to yuv and upload yuv via xvideo. xv
can scale in hardware to screen size, and uses a little less bandwidth than
rgb565 (16bit).

-- 
- Codito, ergo sum - "I code, therefore I am" --
The Rasterman (Carsten Haitzler)[EMAIL PROTECTED]


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Re: [E-devel] RFC: embryo release in 2 weeks

2008-08-01 Thread Gustavo Sverzut Barbieri
On Fri, Aug 1, 2008 at 7:30 PM, The Rasterman Carsten Haitzler
<[EMAIL PROTECTED]> wrote:
> On Fri, 1 Aug 2008 17:23:41 -0300 "Gustavo Sverzut Barbieri"
> <[EMAIL PROTECTED]> babbled:
>
>> On Fri, Aug 1, 2008 at 5:21 PM, Nick Hughart <[EMAIL PROTECTED]> wrote:
>> > Toma wrote:
>> >>
>> >> Does embryo have any use without edje? If not, why not wait till edje
>> >> is ready for release and send them out together?
>> >> Toma
>> >>
>> >
>> > Yes it does, it just isn't really used outside of edje at this point.
>>
>> It's another package, so it's not tied in any way. We need to do
>> releases and a good start and training is with these libs. When things
>> go to Evas, Ecore and Edje, things will get much more complicated and
>> lots of different interests and pov will raise.
>
> as per my other email... i want to look at lua for edje... right now if we 
> want
> to KEEP embryo support in edje - then am embryo release makes sense. if we
> don't - it makes no sense. so i'd like to know.. how important would keeping
> embryo be... *IF* we were to also add and much more heavily support lua? (or
> for that matter any other scripting engine?)?

I like embryo and I think we should support it, at least until e17 is
released. I don't see Canola, Carman and other projects, including
those that I'm working on, with need to move to lua or more powerful
for Edje. Also, I don't see these porting to newer code and I think it
will stupidly delay e17 release.

I like the _idea_ of a more powerful language for Edje, but really,
not now... if we want something it's 100% easier to finish eetimport
support for python and use it (as a short term - 1-2 year - solution,
fine to change to lua later).

-- 
Gustavo Sverzut Barbieri
http://profusion.mobi embedded systems
--
MSN: [EMAIL PROTECTED]
Skype: gsbarbieri
Mobile: +55 (19) 9225-2202

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Re: [E-devel] RFC: embryo release in 2 weeks

2008-08-01 Thread Gustavo Sverzut Barbieri
On Fri, Aug 1, 2008 at 7:46 PM, Viktor Kojouharov <[EMAIL PROTECTED]> wrote:
> On Sat, 2008-08-02 at 08:30 +1000, Carsten Haitzler wrote:
>> On Fri, 1 Aug 2008 17:23:41 -0300 "Gustavo Sverzut Barbieri"
>> <[EMAIL PROTECTED]> babbled:
>>
>> > On Fri, Aug 1, 2008 at 5:21 PM, Nick Hughart <[EMAIL PROTECTED]> wrote:
>> > > Toma wrote:
>> > >>
>> > >> Does embryo have any use without edje? If not, why not wait till edje
>> > >> is ready for release and send them out together?
>> > >> Toma
>> > >>
>> > >
>> > > Yes it does, it just isn't really used outside of edje at this point.
>> >
>> > It's another package, so it's not tied in any way. We need to do
>> > releases and a good start and training is with these libs. When things
>> > go to Evas, Ecore and Edje, things will get much more complicated and
>> > lots of different interests and pov will raise.
>>
>> as per my other email... i want to look at lua for edje... right now if we 
>> want
>> to KEEP embryo support in edje - then am embryo release makes sense. if we
>> don't - it makes no sense. so i'd like to know.. how important would keeping
>> embryo be... *IF* we were to also add and much more heavily support lua? (or
>> for that matter any other scripting engine?)?
>>
>>
>
> My 2c would be to drop embryo in favor of any other C-style language
> (lua/perl/javascript/python). I don't know whether a modularized script
> environment (for edje or otherwise) is planned, but if it's not, even
> lua would be an improvement, imho.

That makes me remember that JS is also a good option (together with
Python, see my mail to raster), given that Cedric have bindings for
lots of EFL.

But I'd not drop Embryo now, really.

-- 
Gustavo Sverzut Barbieri
http://profusion.mobi embedded systems
--
MSN: [EMAIL PROTECTED]
Skype: gsbarbieri
Mobile: +55 (19) 9225-2202

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Re: [E-devel] RFC: embryo release in 2 weeks

2008-08-01 Thread Nick Hughart
Carsten Haitzler (The Rasterman) wrote:
> On Fri, 1 Aug 2008 17:23:41 -0300 "Gustavo Sverzut Barbieri"
> <[EMAIL PROTECTED]> babbled:
>
>   
>> On Fri, Aug 1, 2008 at 5:21 PM, Nick Hughart <[EMAIL PROTECTED]> wrote:
>> 
>>> Toma wrote:
>>>   
 Does embryo have any use without edje? If not, why not wait till edje
 is ready for release and send them out together?
 Toma

 
>>> Yes it does, it just isn't really used outside of edje at this point.
>>>   
>> It's another package, so it's not tied in any way. We need to do
>> releases and a good start and training is with these libs. When things
>> go to Evas, Ecore and Edje, things will get much more complicated and
>> lots of different interests and pov will raise.
>> 
>
> as per my other email... i want to look at lua for edje... right now if we 
> want
> to KEEP embryo support in edje - then am embryo release makes sense. if we
> don't - it makes no sense. so i'd like to know.. how important would keeping
> embryo be... *IF* we were to also add and much more heavily support lua? (or
> for that matter any other scripting engine?)?
>   
Well this is the only issue afaik stopping embryo from going out.  Do 
you want the community to vote on this or are you going to make the 
decision?  If it's up for vote then I'd vote to ship it as is since 
embryo seems powerful enough for simple theme animations and that's what 
edje is being marketed as at this point.  With the next release of edje 
if we want the more powerful scripting and extra bindings to make it 
more like flash/silverlight/etc then it will definitely be seen as 
worthy of another major release and I'm sure people wouldn't mind the 
break all that much.  I think there would be enough time between the 
release of this iteration and the next that we could let developers know 
that the switch is coming and they could prepare.  I think lua would fit 
better with the more flash like edje then with the current version 
anyway so I vote to kick it out the door so we can get started on the 
transformation.  Maybe the limitations of the current edje will bring in 
devs to help with this as well, who knows :) (I realize this is not a 
smoking gun so don't go crazy on me.)

That's just my 2c.
>
>   


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Re: [E-devel] Community Building

2008-08-01 Thread dan sinclair

On 1-Aug-08, at 7:40 PM, Luchezar Petkov wrote:
> I can do that. I've been reading the CVS logs, E-devel discussions  
> and stuff
> for years, so I think I can post news and blog about the major  
> events in the
> community/changes in the E(FL). The problem is, I am quite tech- 
> interested,
> but with limited programming knowledge, so... I wont be able to  
> write much
> about that (like explaining what an evas object is or writing in  
> detail
> about API changes, I just don't understand most of the stuff).
> Other than that - host me a blog on e.org and I'm on.
>

Setup a blog on one of the many blogging platforms around and we can  
syndicate the feed to planet.e.org. As relevant posts appear we can  
add news items about them that point back to the blog.

dan




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Re: [E-devel] RFC: embryo release in 2 weeks

2008-08-01 Thread Toma
2008/8/2 Nick Hughart <[EMAIL PROTECTED]>:
> Carsten Haitzler (The Rasterman) wrote:
>> On Fri, 1 Aug 2008 17:23:41 -0300 "Gustavo Sverzut Barbieri"
>> <[EMAIL PROTECTED]> babbled:
>>
>>
>>> On Fri, Aug 1, 2008 at 5:21 PM, Nick Hughart <[EMAIL PROTECTED]> wrote:
>>>
 Toma wrote:

> Does embryo have any use without edje? If not, why not wait till edje
> is ready for release and send them out together?
> Toma
>
>
 Yes it does, it just isn't really used outside of edje at this point.

>>> It's another package, so it's not tied in any way. We need to do
>>> releases and a good start and training is with these libs. When things
>>> go to Evas, Ecore and Edje, things will get much more complicated and
>>> lots of different interests and pov will raise.
>>>
>>
>> as per my other email... i want to look at lua for edje... right now if we 
>> want
>> to KEEP embryo support in edje - then am embryo release makes sense. if we
>> don't - it makes no sense. so i'd like to know.. how important would keeping
>> embryo be... *IF* we were to also add and much more heavily support lua? (or
>> for that matter any other scripting engine?)?
>>

I can only really think of a couple things needed, and thats moving
parts up and down. Sure you can duplicate bits and have them appear
and what not, but if you could EASYILY move an object up and down in
the code then that would help tremendously. That said, it would
probably be an option in the programs{} of edje and perhaps some basic
support for that in embryo would suffice, but as others are saying,
might be a good idea to delay that to a 'embryo/edje 2.0' kind of
release.
Another thing people are often inquiring about is creating whole parts
on the fly with embryo. I think thats more of a misconception of
embryo and edje together, since embryo is used to control edje parts,
not create edje parts (at least thats how I understand it)...

So my 2c goes in the 'Keep Embryo as it is' jar.

Toma

> Well this is the only issue afaik stopping embryo from going out.  Do
> you want the community to vote on this or are you going to make the
> decision?  If it's up for vote then I'd vote to ship it as is since
> embryo seems powerful enough for simple theme animations and that's what
> edje is being marketed as at this point.  With the next release of edje
> if we want the more powerful scripting and extra bindings to make it
> more like flash/silverlight/etc then it will definitely be seen as
> worthy of another major release and I'm sure people wouldn't mind the
> break all that much.  I think there would be enough time between the
> release of this iteration and the next that we could let developers know
> that the switch is coming and they could prepare.  I think lua would fit
> better with the more flash like edje then with the current version
> anyway so I vote to kick it out the door so we can get started on the
> transformation.  Maybe the limitations of the current edje will bring in
> devs to help with this as well, who knows :) (I realize this is not a
> smoking gun so don't go crazy on me.)
>
> That's just my 2c.
>>
>>
>
>
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Re: [E-devel] Community Building

2008-08-01 Thread dan sinclair

On 1-Aug-08, at 6:17 PM, Carsten Haitzler (The Rasterman) wrote:
> yeah. i agree we need releases. it's probably our biggest issue.  
> right now in
> lib-space i'd want to clean up 2 major thnigs that are currently  
> underway:
>
> 1. eina - move fully to using it. remove all data stuff from ecore/ 
> evas -
> provide compatibility macros so code at least compiles - then 1  
> macro at a
> time, remove/fix then.
>

Eina needs a license file added.


> 2. edje - i have been mulling dropping embryo in favor of lua. let's  
> discuss?
> (reasons - better full-scripting support with more full language  
> support. lua
> seems to be one of the best fits of the bill).
>
> vincent covers this... the reason though is i would probably want to  
> drop
> embryo... thus not wanting to release until done. if i knuckle down  
> i could get
> lua stuff done in a shortish-space of time...

This is probably better to do before we release. If we put out Edje  
with Embryo support and then remove Embryo with Edje2 we'll be pissing  
off a lot of people that create themes and applications.  Better to  
bite the bullet and deal with it now and get it done.

There is also a bug in Edje that has bitten us in Ewl a few times  
where re-using Edje objects seems to cause strange things to hang  
around. I believe pfritz was the last person to look into this so he  
might have some more information.

dan




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Re: [E-devel] Community Building

2008-08-01 Thread Luchezar Petkov
> Setup a blog on one of the many blogging platforms around and we can
> syndicate the feed to planet.e.org. As relevant posts appear we can add
> news items about them that point back to the blog.


http://enlightenedjournal.wordpress.com/

Any suggestions, guys?


>
>
> dan
>
>
>
>


-- 
Luchezar P. Petkov
http://luchko.net
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Re: [E-devel] Community Building

2008-08-01 Thread Luchezar Petkov
>
>
> This is probably better to do before we release. If we put out Edje
> with Embryo support and then remove Embryo with Edje2 we'll be pissing
> off a lot of people that create themes and applications.  Better to
> bite the bullet and deal with it now and get it done.


I completely agree.


>
>
>
>
> dan
>
>
>
>
> -
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> challenge
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> prizes
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> https://lists.sourceforge.net/lists/listinfo/enlightenment-devel
>



-- 
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Re: [E-devel] RFC: embryo release in 2 weeks

2008-08-01 Thread The Rasterman
On Sat, 2 Aug 2008 08:25:17 +0800 Toma <[EMAIL PROTECTED]> babbled:

seems there's a few votes for keep of embryo. i'm going to just monitor the
sentiment here - i'm agnostic really - though edje needs a LOT better
"scripting" support. yes JS might be an option - python imho is just away too
big and heavy. existing efl bindings are not really useful as edje will have to
wrap and hide most things - ie you set up a timer - edje needs to know so it
can delete the timer on edje object deletion. just an example. so it's pretty
much a level playing field based on:

1. efficiency of the language - the leaner/faster, the better
2. actual language ease of use/documentation/facilities. etc.
3. aptness of the language engine to embedding as a slave to a library for
doing code logic (ie be able to function fully sandboxed without any
features/calls and all calls are explicitly exported from edje).

lua right now seems to be probably the candidate i've seen. embryo is a close
second (used to be better than lua).

> 2008/8/2 Nick Hughart <[EMAIL PROTECTED]>:
> > Carsten Haitzler (The Rasterman) wrote:
> >> On Fri, 1 Aug 2008 17:23:41 -0300 "Gustavo Sverzut Barbieri"
> >> <[EMAIL PROTECTED]> babbled:
> >>
> >>
> >>> On Fri, Aug 1, 2008 at 5:21 PM, Nick Hughart <[EMAIL PROTECTED]> wrote:
> >>>
>  Toma wrote:
> 
> > Does embryo have any use without edje? If not, why not wait till edje
> > is ready for release and send them out together?
> > Toma
> >
> >
>  Yes it does, it just isn't really used outside of edje at this point.
> 
> >>> It's another package, so it's not tied in any way. We need to do
> >>> releases and a good start and training is with these libs. When things
> >>> go to Evas, Ecore and Edje, things will get much more complicated and
> >>> lots of different interests and pov will raise.
> >>>
> >>
> >> as per my other email... i want to look at lua for edje... right now if we
> >> want to KEEP embryo support in edje - then am embryo release makes sense.
> >> if we don't - it makes no sense. so i'd like to know.. how important would
> >> keeping embryo be... *IF* we were to also add and much more heavily
> >> support lua? (or for that matter any other scripting engine?)?
> >>
> 
> I can only really think of a couple things needed, and thats moving
> parts up and down. Sure you can duplicate bits and have them appear
> and what not, but if you could EASYILY move an object up and down in
> the code then that would help tremendously. That said, it would
> probably be an option in the programs{} of edje and perhaps some basic
> support for that in embryo would suffice, but as others are saying,
> might be a good idea to delay that to a 'embryo/edje 2.0' kind of
> release.
> Another thing people are often inquiring about is creating whole parts
> on the fly with embryo. I think thats more of a misconception of
> embryo and edje together, since embryo is used to control edje parts,
> not create edje parts (at least thats how I understand it)...
> 
> So my 2c goes in the 'Keep Embryo as it is' jar.
> 
> Toma
> 
> > Well this is the only issue afaik stopping embryo from going out.  Do
> > you want the community to vote on this or are you going to make the
> > decision?  If it's up for vote then I'd vote to ship it as is since
> > embryo seems powerful enough for simple theme animations and that's what
> > edje is being marketed as at this point.  With the next release of edje
> > if we want the more powerful scripting and extra bindings to make it
> > more like flash/silverlight/etc then it will definitely be seen as
> > worthy of another major release and I'm sure people wouldn't mind the
> > break all that much.  I think there would be enough time between the
> > release of this iteration and the next that we could let developers know
> > that the switch is coming and they could prepare.  I think lua would fit
> > better with the more flash like edje then with the current version
> > anyway so I vote to kick it out the door so we can get started on the
> > transformation.  Maybe the limitations of the current edje will bring in
> > devs to help with this as well, who knows :) (I realize this is not a
> > smoking gun so don't go crazy on me.)
> >
> > That's just my 2c.
> >>
> >>
> >
> >
> > -
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Re: [E-devel] Community Building

2008-08-01 Thread The Rasterman
On Fri, 1 Aug 2008 20:27:30 -0400 dan sinclair <[EMAIL PROTECTED]> babbled:

> 
> On 1-Aug-08, at 6:17 PM, Carsten Haitzler (The Rasterman) wrote:
> > yeah. i agree we need releases. it's probably our biggest issue.  
> > right now in
> > lib-space i'd want to clean up 2 major thnigs that are currently  
> > underway:
> >
> > 1. eina - move fully to using it. remove all data stuff from ecore/ 
> > evas -
> > provide compatibility macros so code at least compiles - then 1  
> > macro at a
> > time, remove/fix then.
> >
> 
> Eina needs a license file added.

oh of course. details! :) we can dot the i's and cross the t's soon enough. :)

> > 2. edje - i have been mulling dropping embryo in favor of lua. let's  
> > discuss?
> > (reasons - better full-scripting support with more full language  
> > support. lua
> > seems to be one of the best fits of the bill).
> >
> > vincent covers this... the reason though is i would probably want to  
> > drop
> > embryo... thus not wanting to release until done. if i knuckle down  
> > i could get
> > lua stuff done in a shortish-space of time...
> 
> This is probably better to do before we release. If we put out Edje  
> with Embryo support and then remove Embryo with Edje2 we'll be pissing  
> off a lot of people that create themes and applications.  Better to  
> bite the bullet and deal with it now and get it done.

yup. which is why i am mumbling about this... of course - the value of actually
moving embryo -> lua itself is still up for grabs... but i see it as possibly a
good move.

> There is also a bug in Edje that has bitten us in Ewl a few times  
> where re-using Edje objects seems to cause strange things to hang  
> around. I believe pfritz was the last person to look into this so he  
> might have some more information.

yeah - i remember this. as such - it is a bug that needs fixing. re-using edje
objects i dont think actually buys you much compared to re-using... considering
the overhead of setup. :)


-- 
- Codito, ergo sum - "I code, therefore I am" --
The Rasterman (Carsten Haitzler)[EMAIL PROTECTED]


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Re: [E-devel] Community Building

2008-08-01 Thread The Rasterman
On Sat, 2 Aug 2008 02:40:29 +0300 "Luchezar Petkov" <[EMAIL PROTECTED]>
babbled:

> On Sat, Aug 2, 2008 at 1:17 AM, The Rasterman Carsten Haitzler <
> [EMAIL PROTECTED]> wrote:
> 
> I can do that. I've been reading the CVS logs, E-devel discussions and stuff
> for years, so I think I can post news and blog about the major events in the
> community/changes in the E(FL). The problem is, I am quite tech-interested,
> but with limited programming knowledge, so... I wont be able to write much
> about that (like explaining what an evas object is or writing in detail
> about API changes, I just don't understand most of the stuff).
> Other than that - host me a blog on e.org and I'm on.

oh  there isn't a need to know the programming details. the log commits like:

"adding new object to display formatted text"
or
"add filemanager to e17"

etc.

no need to blog on every commit - but when the log messages (And email traffic
etc.) show something interesting - write something. maybe compile it and play
with it - take screenshots, or maybe write an email asking about it if it seems
interesting but you don't have enough details. :)

-- 
- Codito, ergo sum - "I code, therefore I am" --
The Rasterman (Carsten Haitzler)[EMAIL PROTECTED]


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Re: [E-devel] Community Building

2008-08-01 Thread dan sinclair

On 1-Aug-08, at 8:38 PM, Luchezar Petkov wrote:
> Setup a blog on one of the many blogging platforms around and we can  
> syndicate the feed to planet.e.org. As relevant posts appear we can  
> add news items about them that point back to the blog.
>
> http://enlightenedjournal.wordpress.com/
>

This is now syndicated to planet.e.o. Although, it seems that the  
wordpress feeds are causing planet to throw exceptions. The posts  
appear, the post titles don't link to the correct locations.

dan



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